Wednesday, November 24, 2010

Thanksgiving week

     Teacher are designers all the time they have to come up with ideas and design how their lesson plans and their days are going to go. They come up with steps and examples and then present and show students how to do the work. When there is trouble with the plan or not quiet understood by the students the teacher has to design and come up with other steps and other ways of doing the work so that it will try to help the student understand because not all students think and learn the same way.
     As a Spanish teacher I would use Stop Motion software in my classroom. The Stop Motion is a software where designers create their own animated movies and time lapse recordings. I could give me students a project in which they had to collect information over a certain topic for example the Mexican Independence war. After finding all the information on the revolution they will make a mini movie with details about how the war started and ended and important factors and battles fought during the war, Then they could record their voices and talk for the people in the movies but talking Spanish only. My students would have fun with the project and be learning a little about a Spanish speaking country and practice their Spanish as well.
      Digital story telling where students come up with an idea for a story, they use a camera and film it and then edit it on a computer. This is a great way for students to collaborate and work together on a project while at the same time being creative and critical thinkers. Everybody has a part which means everybody is working the director, actor, videographer, and editor therefore everyone has to think for their part in the story and at the end bring it all together and present it. I could defiantly use this in my classroom I would split my students into groups and tell them to make  a story in Spanish and assign each student a different role in their groups.
     Mathematics is an abstract subject but with the help of a couple of tools it can become real and easier to students. With the help of hand-held graphing calculators, and the software named Tinker Plots math can be more real and easier to students. By using the hand-held graphing calculators students will better understand math contextually, numerically, graphically, and symbolically  and distinguishing the important features of the functioning relationships of math will be easier and understood better. Tinker-Plots is a data visualization software for grades 4-8 that enables students to see different patterns and clusters in statistical data. By using this students learn to reason with data. With data points graphed, students group them into clusters, sort them by amount or sequence, and display them in a seemingly infinite variety of formats making easier to see what the students are actually doing.
     In my opinion I think it really comes down to the person not everyone is the same some people could learn from just watching TV instruction buy me myself I don't think I could learn like that. I have to actually do the work and see what I"m doing to understand it. For example if I had a class class where the teacher taught us through the tv I would have a difficult time trying to learn the material I wouldn't be able to comprehend it and I would probably not do so well in that class. But thats just me so in reaily like i said it really comes down to the person whatching the instruction and whether or not they is a visual learners or not.
     
Jonassen, D., Howland, J., Marra, R. M., & Crismond, D. (2008). Meaningful Learning With Technology. Upper Saddle River, New Jersey: Pearson Prentice Hall.




  

Thursday, November 11, 2010

week 11

The 3 simulations that I would use to implie in my classroom are Multimodal Principle, Practice Principle, and Discovering Principle. Multimodal Principle is where-meaing and knowledge are built through various modalities such as images, texts, symbols, interactions, abstract, design, and sound, not just words. This is very helpful because not every student learns the same some are hands on and this is where interactions would help while some are visual so images texts symbols and designs would help them which is why I think the multimodal principle is a good one. Practice Principle is basically what it says learners get lots and lots of practice on the context to where its not boring any more. This principle I think applies to everything not just in the classroom if you practice practice and practice at something eventually your going to get better. Same thing in the classroom and u read read read or write write write eventually reading and writing will get easier and after time and effort it will be easy and not boring anymore. Discovering Principle is where-overt telling is kept to a well thought out minimum allowing ample opportunity for the learner to experiment and make discoveries. This principle really allows students to think, teachers give them a little bit of info so they can get started on the assignment and then the student has to go and research and look up information to discover a solution.
     Its a little tough to think of a simulator that I could use for my Spanish class the best I could think of is using  something like the urban simulation but just have everything in Spanish and in a Spanish speaking country. As for my math class I think lab simulations would be the best use because I would use it to find the angles of buildings. I would set up angles on the simulators and then let them find out the equation to that angel by reverse working the problem.
      In conclusion I think the three principles I chose plus the rest of the principles are great tools to use in the classroom. They are great ways for students to learn while not sticking to the same oh same in classes. Plus the stimulations combined with the pinciples well make teaching funner and more effective because the studens will keep intreged as long as learn is fun and interesting.


Jonassen, David H…[et al.]. (2008). Experimenting with Technology. Meaningful Learning with Technology, pp. 54-55, 3rd ed. Upper Saddle River, NJ: Pearson/Merrill Prentice Hall, Print.