Valrie's Impressions:
Adobe Premiere Elements Integrated Classroom Projects
This workshop provided hands-on experience using the Adobe Premiere Elements 4.0 to create 2 short videos. The instructor shared some valuable resources and allowed us to share our resources as well. I found this program to be user friendly more sophisticated than Movie Maker on the PC Platform and would recommend it to upper elementary and middle school students. Students could produce videos that range from very simple to very advance using this program. I would recommend this software for our schools.
The Media Evolution
Scott Kinney showed various statistics on how the media greatly affects the lives of our students. The research shows that students are exposed to 8.5 hours of media each day. He states that our students want to be active participants and are leading the wave of collaborative communication technologies with the educators behind them. Educators need to embrace the new technologies before they fall further behind. We have much work to be done!
Using Games and Simulations to Teach and Motivate Today’s Students
The panel was in agreement that gaming and simulation activates higher order thinking skills; allows students to experience various concepts/events that probably would not have been possible; creates competitiveness amongst peers; allows for collaboration; and creates decision making situations. Research shows there is an increase in test scores, motivation, higher order thinking skills, leadership, teamwork and the quest for additional knowledge. Another result is that practice is seen as more fun and students practice more often and more willingly. If gaming and simulation can yield these results, why aren’t more teachers using it?
21st Century Tools for the Classroom
Howie Diblasi looked at the various technology tools- blogs, wikis, Photo Story, Lintor Books, podcasts, Shutterfly, Scratch, collaboration projects, Frames and others. He also provided projects for tools mentioned. Like many of us, Mr. DiBlasi believes teaching needs to change, because everything around us is. This new global economy of digital natives is forcing us to think differently with so many 21 century tools. School leaders need to use technology and set clear expectations for integrating technology into teaching and learning.
Software to Consider
iSupport Learning, Inc. - knowledge and skills in programming are delivered through their interactive software and curricula.
Curriculum At-A-Glance
Video Game Design
Music Video Production
Cartoon Animation
Web Game Design
Robots & Invention
Artificial Intelligence and Mobile Robotics
Resource CD
Project Overview
Worksheets
Rubric
Standards
Tutorial videos
Hardware to Consider
Promethean Interactive Board
ePals
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Brad's Impressions:
Ticketed Workshop: Gaming for Students
This is consistent with what we're doing in iLearn--using Scratch and Game Maker to create animations, sound effects and games to enhance education. A good opportunity for me to try hands-on activities and hone my Scratch knowledge.
Cultivating a World-class Work Ethic--Alan November
Alan's presentationa are always provocative, especially when we get to actually use some of the new technologies available to students and teachers. We used Activote clickers from Promethean to take surveys, which were instantly recorded, and charts were automatically generated to demonstrate the results. Alan's message remains important--our curriculums must adapt to the changing world; our pedagogies must evolve to allow students to truly compete in a global marketplace.
The Lessons of Chaos--Stevan Kalmon
This workshop reinforced the idea that students today are very different from previous generations in that they're growing up as digital natives (with inherent advantages and disadvantages). Traditional pedagogies are ineffective; we can no longer treat students as passive recipients of information. Instead, we must encourage them to create and disseminate content, then use available technologies to shape and give focus to "creatoration" processes.
Leading the Leaders: Strategies for Technology Leadership--Chris O'Neal
This was a practical workshop that focused on specific tactics to influence school and district leaders to integrate technology into their classrooms. A few sugesstions: keep up with and be able to relevantly quote research, schedule specific times to read and write blogs and keep abreast of important developments, and be visible...put yourself into meeting agendas to effectively influence policies.
Making a Video in 10 Minutes--Ruston Hurley
This workshop, while entertaining, did not teach me anything new. Sure, we can create digital videos very quickly with our students, but I believe that quality is more important than speed, so more time needs to be spent to ensure that the content of student and teacher-made videos is truly educational.
Copyright: Your Questions Answered--Gary Becker
Even educators must receive written permission to use digital content created by others. We can show videos are play audio files, but we cannot duplicate or share these files. Becker showed us several websites that contain allowable content, and encourages teachers and students to create their own, rather than using copyrighted materials.
What Next for No Child Left Behind? --Alexander Russo
No changes will be made during 2008, since it's an election year, but despite the fatc that we'll (finally) have a new president next year, NCLB will likely remain. Apparently the seeds of NCLB were planted during the Clinton administration, and refined by the Bush admin. States that don't comply will lose federal monies, which are needed to maintain schools. Numbers can be manipulated, but if schools opt out of NCLB, what alternatives will they implement?
The Revenge of the Digital Immigrants: Revise Teaching with Media Technology--Hall Davidson
This was a very entertaining and informative workshop. The main gist supports the idea that traditional classroom practices no longer apply to 21st Century students. Use short videos, podcasts and other digital media to reach students who are used to sitting in front of screens. Use their input, energy and tech-savviness to develop new curriculums and new methodologies.
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