1. Section VIII addresses new directions and emerging
technologies for IDT.
Select three of the following and reflect on how you
might apply them in your current or future position in the IDT field:
Networks or web 2.0 technologies
Web 2.0 tools potentially open learning beyond the closed
doors of the classroom. I have found ways to integrate new coming technologies
into our classroom. I use Web 2.0 tools to help my students extend
their leaning and empower their creativity. It also improves my
teaching skills as a teacher in designing lessons or creating new
projects with my kids. Sometimes the tools in kindergarten seem difficult
to implement by the results are worth the agony. I will be using Goanimate
to animate my lessons. Instead of searching to technology to suite my needs
I can create lessons tailored to my students needs. Middle school and high
school instruction will include wikis, blogs, facebook, and etc... These tools
allow the students to engage, create, and collaborate.
and the second from corresponding images-and encourage learners to make connections
between them. When I read stories to my students, many comprehend, but few are
actively respond to what is read. However, when I incorporate videos or
incorporate stories using Tumble Books, my 4 year old students respond to the story.
My students appreciate the animation and narration that accompany the story. The
animations are colorful, bright, and the stories come alive. It's as if the
students are watching their favorite movie or cartoon, except they are learning.
Digital Games or Simulation
Well designed games have the potential to support meaningful
learning across a variety
of content areas and domains. Good well-designed games
are a potentially powerfulvehicle to support learning. Digital learning tools have the potential of being
customized to fit the abilities of individual and can engage them with
interactive tasks and simulate real-life situations. Games like Bob the Builder,
Legoland, and Freddi Fish are designed for young children and they allow them to
work on their social skills such as negotiations, planning, strategic thinking and
decision making.
What learning goals or objectives could the technologies
you selected help learners foster?
Could the technology facilitate attainment of that
learning goal better than traditional instruction? Why or why not?
The web 2.0 technologies that I plan to use in my
classroom will help my
students identify letters and letter-sounds, produce a
rhyme, identifynumbers and quantities and many other objectives. There are so many uses for
Web 2.0 tools and this is just an example of how I will use a particular tool.
Using rich media engages my students in reading activities. They comprehend and
respond to what is being read. The digital games that I have exposed my students
to has allowed them to work on social skills and strategic thinking and decision-making.
Web 2.0, digital games, and rich media will not make students learn better alone. These
components must be used along with the traditional method of teaching. We use different
forms of technology to enhance our lessons. We still need traditional methods of teaching
for students to be socially, emotionally, and academically successful.
2. Section IX focuses on issues related to instructional
design, rather than new technologies:
professional ethics, diversity and accessibility, the
nature of design, and providing instructional guidance. For each of the technologies you selected above, discuss what
ethical issues using the technology might present. Does the technology enhance accessibility
and accommodate diverse learning needs? How and/or can you design instruction using that technology? How much guidance would instruction with that technology require? What kinds of guidance would be necessary?
Web 2.0 ethical issues may involve students obtaining
other peoples work for their own. They must still ask for permission to borrow work and they must
acknowledge the author. Ethical issues
involving rich media include whether it will promote learning, will
it take away from the leaning objective, and does it add time, cost, and bandwidth to lesson
development and delivery. Ethical issues
regarding digital games or simulation can stem from the media's
portrayal of games as teaching the youth to kill. Other
issues related to digital games and simulations are issues of appropriateness,
sufficiency of content knowledge, knowledge contextualization, and
knowledge integration. The different forms of technology mentioned enhance
lessons. Although they cannot make
students successful alone, they can be modified to fit the
instruction. I use various forms of
technology daily in my classroom to accompany my instruction. Technology is mandatory for a minimum of 90
minutes each week. Because
my students are 3 and 4 years old at the beginning of school, technology
requires a great deal of guidance.
The guidance includes teaching the students the basic functions of a
mouse. However, exposing my students to multiple forms of
technology equips them with the 21st century skills that they are going to need in the upper grades to be
successful.