Showing posts with label CCSS. Show all posts
Showing posts with label CCSS. Show all posts

Sunday, March 2, 2014

March is Minecraft Month

This weekend I had the opportunity to speak at the Central Valley CUE conference in Fresno. While I was there I took full advantage of John Miller's two-hour Minecraft workshop. John is a middle school teacher from King City who runs Minecrafter Camp with two other Central Coast educators. Let's just say that when I left his workshop not only did I know a whole lot more about Minecraft, but my mind was officially blown. I had no idea how popular Minecraft or all of the creative ways educators are using it for learning and just frankly good ol' exploring-with-blocks creative fun.

Just a few examples to give you a taste...

I provide you this information because just a few hours ago I welcomed 25 of our students into the Minecraft Mentor program (we had 50 apply).  These individuals will assist of all of us at three upcoming Minecraft EDU workshops. A few students and Joe Cook (along with my support, but really I'm a learner this time) will be leading the sessions while the rest will be working as 1:1 coaches. That way if you find yourself in a hole or completely confused by the crafting table (both happened to me the first time I played) there will be someone there to help you out. Should you choose to use Minecraft in your classoom your Minecraft Mentor might also be able to be a student assistant for that lesson.

Below are brief descriptions for each of the sessions. 

Workshop #1: Surviving the Night - Introduction to Minecraft
Date: Tuesday, March 11th
Time: 3:30-5pm
Have you heard of Minecraft, but aren’t completely sure what it is? Join us for an afternoon of discovery and gameplay with your own personal student mentor. We will spend the workshop learning Minecraft terminology, navigation in the virtual world, and surviving your first night. All you need to bring is an open mind and a willingness to play.

Workshop #2: Creative Mode - Building Worlds in Minecraft
Date: Tuesday, March 25th
Time: 3:30-5pm
You’ve learned the basics of Minecraft by surviving your first night. Now we’ll examine what you can build in this virtual world. Join us as we discover the possibilities for using Minecraft to create anything you dream from virtual cells to back drops for movies, books, and other adventures. Your personal student mentor will be there, so all you need to bring is a little creativity and imagination.

Workshop #3: Minecraft in the Classroom
Date: Tuesday, April 1st
Time: 3:30-5pm
After exploring both Survival and Creative modes of Minecraft, in this workshop we’ll brainstorm ideas for bringing Minecraft into the classroom. We will start off the conversation by examining examples from other schools, but use the afternoon as a conversation for identifying possible upcoming projects.

While each session has a series of outcomes that focus on one aspect of the game, our over arching goals for the three days are to play, explore, have fun, and learn more about Minecraft. If you accomplish these items I promise it will be time well-spent. 

Currently, we have about 18 teachers signed up. If you are interested in joining us we have space for about 10 more people. Just click here to fill out the online RSVP form.

Joe

Thursday, February 27, 2014

Star Academy Goes Google

Earlier this year we launched Google Apps EDU accounts with our 1st, 2nd, and 3rd grade students. What has been amazing to watch is how much this project has changed all of us.
I have to admit that when we started this journey I was not 100% sure that our students really needed these accounts.  Does a 6 year-old need email?  Will they really use Google Docs to publish?  Are they ready for the technical aspects of logging in and managing a password?
In spite of these personal lingering questions we moved forward with Google Apps accounts because we knew that students would need greater access to digital publishing tools to meet the digital literacy demands of Common Core and frankly some of our 1st graders were already submitting homework with personal Gmail accounts.  A few weeks ago as I helped the final group of students login for the first time I was reminded that we definitely made the right decision and it really comes down to equity, digital citizenship, and student voice.
Equity - The differences between students in one class has been quite striking. Whether it was 1st, 2nd, or 3rd grade every class contained group of students more digitally advanced than the rest. In 1st grade they made up approximately 25% of the class, but by 3rd grade the number was closer to 60-70%. These children had no problem finding “the curly a” on the keyboard, could easily navigate websites, and were even able to troubleshoot how to remove a previous student who logged into Chrome. They had a natural digital dexterity, which upon questioning each class seemed to stem from greater access to online tools at home.  The remainder of the students were easily tripped up by simple tasks - opening a new tab, finding Chrome when it was removed from the dock, and using the Return key to make a new line. While each of these challenges were easy to overcome with some basic computer instruction, what concerned me is that the students who struggled were often our students of color and socioeconomically disadvantaged. By providing all students a Google account and having them increasingly complete work in a medium that can be accessed from any internet-connected computer (no special software needed) we’re providing an even digital playing field where all students can succeed. They will also be prepared for upcoming SBAC exams and life as a middle and high schooler where all students are expected to use their Google accounts proficiently.
Digital Citizenship - It took about 48 hours for our first digital citizenship situations to appear - one student emailed another and described himself as ugly. The same day a 2nd grader emailed me wanting to know how to upload a profile picture. Like all educators, we collectively had that “Are we ready for this?”  moment, but then reminded each other that we’d rather start the conversation about appropriate online behavior in elementary school with concrete examples and tools in a safe, closed environment than wait until 6th grade when they are already on Instagram and Facebook. The fact they were eagerly making mistakes is a valuable opportunity to discuss digital citizenship and make strategic use of lessons from the Common Sense Media Digital Literacy & Citizenship curriculum.
Student Voice - I have already had two teachers tell me that their reluctant writers (on paper) are suddenly prolific storytellers via email and Google Docs. I'm also engaged in quite a few email-based book reviews with students where we are sharing our favorite books - Judy Moody, Bad Kitty, and Junie B. Jones are quite popular. For some students the act of holding a pencil and “scratching across a sheet of paper with a stick” (actual student quote) is far too challenging. Yes, most of our students hunt-and-peck and we still need to introduce the home row, but many kids are more comfortable with a keyboard and it mirrors the type of writing they most often observe in their daily lives. Simultaneous to launching Google Apps most of our elementary teachers started classroom blogs and the we’re already seeing an explosion of student comments. Last month was Family Blogging Month where the school encouraged students to contribute pieces to each classroom's blog that were read and commented on by families, friends, and readers from all over the world. It only took one or two posts followed by a few comments for the students to understand the power and excitement of publishing for a global audience. Now students (from all grade levels) are submitting posts on their own accord via email or Google Docs for their teachers to publish. Jennifer shared last week that when she was greeting students as they arrived at school one of them came up to her and said, "Mrs. Kloczko I have so many things I want to write about for my class blog. Today I think I am going with a list!"
Has our rollout been flawless? Definitely not. We already have ideas for how to it better next year. For example, we thought it might be too much to teach the kids how to log into a computer and login to their Google account, so our computers were originally set to auto-login. We were sorely wrong. With the help of 3X5 cards students are able to manage their email addresses and passwords without any problems. Next year we’re starting off by teaching kids how to login to both the computers and their Google accounts. We also now realize we need to plan for profile pictures in advance. Kids are eager to have a digital identify. This year we're having them draw self-portraits (on paper with crayons) and using those as profile pictures.
Does our Google Apps EDU launch mean we’re banishing all paper from classrooms and forcing children to take their pens and pencils home? Absolutely not. We’re simply incorporating another tool into each student’s tool box. I am reminded of a statement from the Common Core ELA Standards portraits of college and career readiness,
“They are familiar with the strengths and limitations of various technological tools and mediums and can select and use those best suited to their communication goals.”
We’re simply getting students ready for that future.  One other thing to note, with the roll out of Google Apps EDU we're also noticing an increase in agency for learning. The photo above is from a 2nd grader to Julie Torres. The student needed help with her math homework. Did she sit and wait to ask in class tomorrow? Nope, she emailed her teacher and asked for a math video.
Just let that sink in for a second.
When it comes to digital tools and an innate understanding of how they can be used for education we are definitely learning from a different generation at Star Academy. As this group of students comes through our system we will definitely have to rethink teaching and learning. Blended learning will be the norm with homework activities involving video, discussion forms, and collaborative projects. Publishing for a global audience will be natural and nothing new. Finally, they will expect connected learning environments - email, text, social media.
I am finding that these kids are teaching me what it really means to chart the long-term vision for instructional technology and as the first rule in their computer lab states, "No freaking out!"
Joe
PS - If you are having déjà vu after reading these posts have no fear. You might have read extended versions I posted earlier this year here and here.

Wednesday, October 30, 2013

Powerful Chrome Apps

This morning I had the pleasure of working with our VLA staff and like all of my weekly workshops I learned way more than I taught.  As we explored options for setting up Goole Drive Offline (where anyone can view and edit Docs and Presentations without an internet connection using Chrome - check it out), Linda Hoang and the rest of the VLA staff started sharing some of the more powerful Chrome apps they and their students have been using this year. This lead to an amazing 30-minute journey through the Education section of the Chrome App Store.

Chrome apps are usually free and work with any computer (Mac, Windows, Chromebook) in the Chrome web browser.  To download or install a Chrome app you just need to be signed into the the browser (or Chromebook), which means this should only be done on a computer where you have logged in under your personal account.

All of the apps listed below are ones students could easily use at home or school.  Take a few minutes to check them out.  Additionally, we have a Chrome Apps section to the NCS Professional Development Portal.

Joe

Desmos Graphing Calculator - If you are around my age you might recall that $100+ graphing calculator you needed in high school and college.  It's now free and available as a Chrome app (...kids these days...).  Similar to your TI-81 users can easily enter equations and individual points to generate graphs.  These graphs can then be saved for later use, printed, or exported as images (all things I don't I remember my TI-81 being able to do).

Daum Equation Editor - Yes, Google Docs does have an equation editor, but sometimes it is a bit wonky and difficult to use.  The Daum Equation Editor allows you to quickly and simply create equations for math or science that then saved as images and easily imported into other documents.


Geogebra - Kristen Miller first introduced me to this a few weeks ago as an iPad app, but Geogebra is also a Chrome app that allows users to create and manipulate functions in algebra, geometry, calculus or physics.  As Kristen showed me it is a handy resource for students to demonstrate their understanding of mathematical concepts in the real world.  Her students are going to be using it for an amazing upcoming project.  I won't let the cat completely out of the bag, but it involves the game Angry Birds!

Duolingo - Interested in practicing your Spanish, French, German or Italian skills?  Are you slightly competitive and like to compete against your friends?  Duolingo allows you to do both in one free and well-designed app.  Once signed up users make their way through thematic challenges where they have to master translation, listening, and pronunciation skills for a given language.  It used to only be a smartphone app, but now it is also free for Chrome.


BioDigital - BioDigital is an interactive, 3D human body where users can explore and peel away different body systems.  Think of it as Google Earth for the human body.  As you click on objects they are labeled and provide different pieces of background knowledge.  The app is anatomically correct, so might not be perfect for all audiences.


Typing Web Tutor - As we all know by 4th grade students have to be able to type a single page in a single setting according the Common Core ELA Standards.  As a result, a variety of typing programs have started springing up.  Typing Web is a free Chrome app that also has a teacher management portion for our technology electives.  Another highly rated one is Typing Club



Statistics for Active Typing - Curious how quickly you type?  Statistics for Active Typing is a Chrome Extension (similar to an app, but always runs in the background) that tracks your typing speed as you conduct your day-to-day activities in Chrome.  It is a bit nerdy, but I have noticed that during the few months I have had it installed my typing speed as increased as I have set personal goals.

Cite This for Me - This is another Chrome extension that provides citations in any format for the webpage on which you happen to be reading.  This citation can then be copy-and-pasted into a document and manipulated (if necessary) to match a particular style guide.  It is a handy scaffold for helping students with their citations.


Wednesday, October 9, 2013

Middle School Multigenre Autobiographies

Oh my goodness!  How can it already be the second week of October and yet I haven't posted any EdTech News since the end of July?  It must be the busiest time of the year - Back to School season. Now that we all have a chance to collectively take a deep breath it is time to share all of the exciting instructional technology stories occurring on campus.  To kick us off I thought I share a beginning-of-the-year project that had its genesis during this year's NCS Summer Tech Camp - middle school multigenre autobiographies.

After reading the William Kist article, New Literacies and the Common Core, Cary Zierenberg and Elise Wallace were inspired by Kist's Mulitgenre Autobiography project for preservice teachers and decided to develop their own version for middle school students in Leading Edge and PFAA.  Using questions, such as "What was your favorite movie as child?", "What was your first favorite song?", and "What was the first book you read cover-to-cover?" they took students on a journey cataloging the various types of text that had shaped their literate lives.  The project had three main goals -
  • Have students read and analyze text in its many forms (print, multimedia, audio, graphics);
  • Lay the groundwork for a future conversations about the essential features of genre (audience, purpose, form, content);
  • Build classroom community.
Students could choose the digital medium in which they wanted to publish and many chose videos posted to YouTube or Prezis, but some chose more unique tools such as Padlet.  Below are links to few of the student and even teacher projects where the teachers "wrote along side" their students.
While this project occurred a few weeks ago, Elise and Cary have already noticed differences in the way this year's students are starting to analyze text.  For example, Elise has moved into her next unit on Progress and while in the past her students often treated the video clips as entertaining bits of multimedia, this year she is finding that the class discussions (face-to-face and online) are much richer with students naturally engaging in close reading and deeper analysis.

When you have a moment take a look at the student and teacher examples.  This project is a great example of how we meet the demands of Common Core by creating a culture of literacy that gets students to value, deeply analyze, and create all forms of text.  Or as Rick Gott said during the Summer Tech Camp, "All of us teach reading and writing, including me in my film class."

Joe

Friday, March 1, 2013

Through Fahrenheit 451, RSA Animate, and Twitter We Discover Cultural Context


Most of my best lesson plans are serendipitous. This was no different. Tired of my “go to”s for getting students to engage in text and big ideas, I trolled Twitter and came upon Paul Bogush’s Blog about his classes’ experience making RSA videos. It occurred to me that this would be a great way for students to explore societal change in Fahrenheit 451 by forcing them to engage with the texts without pulling out quotes and asking them, “so what does this show about society.” Instead, they would walk me through their analytical thinking process!

I picked  a mentor text with a thematic element that connected to our discussions surrounding 451.  Another RSA video, Ken Robinson’s “Do Schools Kill Creativity” provided an opportunity to discuss genre and thematic elements. Before showing them the mentor text, I announced, “ I know what I want to do, but I don’t know how to do it. I am confident we can figure it out together”. You can read about the process or view the videos. However, there was some unexpected learning that was perhaps, the most valuable part of the project.

Joe Wood tweeted about my project and shared it with the author of the blog that inspired the project. He showed his students the videos. Soon I received the private Tweet, “take a look at the last video on the page you sent me...my class gave a bit of a gasp at one of the speech bubbles :)” from Paul Bogush. I immediately interrupted my students. “Okay, who did something ”? They looked at each other. I read the tweet out loud.  Knowing glances passed all the way through the room. I furiously started viewing videos. Should I have previewed before allowing them to post?

Come to find out one video contained a cartoon image of an asian stick figure with a bubble saying, “Ching Chong” and a characterture of a black stick figure saying , “Yo”. The creators of the video, two Asian females and a black female student, immediately defended themselves by saying, “...but I am Asian, I can say it!” Three minority, female students appropriated stereotypes and used them to demonstrate power over their own identities. They used the stereotypes to create humor in much the same way as Margaret Choi.

This experience led my class to discuss the importance of knowing the cultural context of their audience and being aware that they did not have to worry about what I thought when I saw the video, but what the world thought when they saw their video. This authentic discussion regarding audience never occurs after an essay assignment. It took a wider audience to bring about this awareness to my students.

Kirsten


Thursday, February 21, 2013

Connecting Standards Through Student Projects

A few weeks ago I walked into Jeanne Feeney's technology classroom and saw the following scene.



No...those are marionette strings.

Using Lego Super Heroes MovieMaker, Google Drive, and iMovie Jeanne's class developed their own digital media and literacy skills while also creating videos with an important social message.

For this project the students were studying a video genre called stop-motion animation where creators produce videos by snapping images one frame at a time.  Between frames they move the characters arms, legs, or heads and edit them together with audio to create a short video.  This type of production really forces students to slow down and think about the narrative they are constructing image by image.  Cartoon animators use a very similar process.

In the past, stop-motion videos have been challenging to create because the process required each group to have a digital camera, a tripod, and the ability to painstakingly line up shots.  I tried it once in my own classroom and thought, "I will never do this again!" It took forever! However, today many of our students come to school with devices that include a camera.  With the addition of a free app like Lego MovieMaker that helps you line up shots by creating shadows of the previous image on your screen these devices become great stop-motion tools that speed up the process.

The Lego MovieMaker app does have one downside - users cannot add their own audio narrations.  However, if students transfer the video from their mobile devices to a computer using the Google Drive app they can add narrations using iMovie.  This is exactly what Jeanne's students did.  Working in groups of 2-3 students they created the video on a mobile device using Lego MovieMaker, transfered the file with the Google Drive app, and then brought the footage into iMovie to add their own narrations.  Along the way they also created storyboards, wrote scripts, and rehearsed their spoken parts multiple times.


From a standards or learning goals perspective this unit is quite interesting.  In one series of lessons that are part of a technology elective, students are demonstrating the Natomas Charter School ESLRs while also developing multiple content-area, technology, and life-long skills.

  • Students created narrative text with relevant descriptive details and well-structured event sequences (CCSS Writing 6.3).
  • Students produced multiple forms of text in which the development, organization, and style are appropriate to task, purpose, and audience (CCSS Writing 6.4).
  • Students planned, revised, edited, re-wrote, and tried new approaches (CCSS Writing 6.5).
  • Students used technology, including the Internet, to produce and publish writing as well as interact and collaborate with others (CCSS Writing 6.6).
  • Students included multimedia components (e.g., graphics, images, music, sound) and visual displays (CCSS Speaking & Listening 6.5).
  • Students applied existing knowledge to generate new ideas, products or processes (ISTE NETs 1a).
  • Students created original works as means of personal or group expression (ISTE NETs 1b).
  • Students interacted, collaborated, and published with peers...employing a variety of digital environments (ISTE NETs 2a).
  • Students planned and managed activities to develop a solution or complete a project (ISTE NETs 4b).
  • Students troubleshot systems and applications (ISTE NETs 6b) and transfered current knowledge to learning of new technologies (ISTE NETs 6d).
These are just some of the connections I can make as an outsider observing the unit.  However, this project demonstrates how with some thoughtful planning each of us can easily construct (or digitally make over) units where students develop technology, digital literacy, and life-long learning skills while also building content knowledge and demonstrating the Natomas Charter School ESLRs.  

As you begin planning for next year consider reading through the posts on this blog and the NCS Professional Development Portal to generate ideas for how you can create similar connections in your own units.  I am always happy to sit down and brainstorm with you as well.  Just let me know when you want to meet.

Joe

Wednesday, February 6, 2013

Game Design Using Gamestar Mechanic

This year I introduced a new unit, Game Design, to my 7th and 8th grade students using a free online program called Gamestar Mechanic.  Gamestar Mechanic is designed to teach game design and systems thinking in a highly engaging and creative environment while also recognizing that the best games inlcude strong narratives. This unit was not only engaging and fun for the students but it tied directly to our pillars: Critical Thinking, Technical Savvy and Global Thinking.

 In Gamestar Mechanic, students get to play, design and share.  Students begin learning the basics of game design by playing through the first quest, Addison Joins the League. This quest begins with a narrative adventure shown in motion comics and mini-games.  As students play and fix games, they earn sprites that they can use to design games in their workshop.  All games are made using drag-and-drop tools, without having to program.  Then, they can share their games in Game Alley, a community where kids review and comment on each others' games. In Game Alley, kids can see how others are playing their games and read peer reviews and comments!

Their final project consisted of telling a story in the format of a game. Students used problem-solution essays they wrote in English as a basis for the scenario for their games.  After they they play-tested each others' games and provided feedback in Gamestar Mechanic, they published reflections about their games on my website.  Below are a few examples.

Take a moment to read their reflections.  Each one provides an example of some of the ways our students are applying problem solving, collaboration, art, storytelling, and digital media literacy through the development of video games.  Next year we will build upon this knowledge by incorporating programming through the use of Scratch.

Aleena K - Period 3

"The game that I created represented the story of Samantha, a young Africa American orphan, who is bullied because of her race. The sprites in my game referred to the bullies in Samantha's life. The red blocks were the obstacles that hurt Samantha. For example, the students who made fun of her would be the obstacles that hurt her. My game represented the tough life that Samantha had and each level showed how Samantha grew over time. Samantha had a very challenging life which made it a bit challenging for me to make her story into a game. With all the problems Samantha had in her life, it was hard to choose which ones are the most important. And even after deciding the most important ones, I didn't know how to represent it in game format. I spent a lot of time thinking, but I finally found a way and I feel that it turned out great." 

Jessica- Period 3


"I thought of how dangerous the Japanese Tsunami was so I applied what I learned in Gamestar Mechanic and my imagination and put it on the game board. I had to think of the components used, which mechanics, spacing, goals, and rules. These are the five of the elemental designs that I have learned throughout the games from the website Gamestar Mechanic. As I was playing, each part has a new element or item that I can earn if I win the game and all of it's levels." 


Lauren- Period 4
"The game I created took place in and out doors and has many levels that get harder as the player is further into the levels. The game that I created was called War, and it was about Pènèlope, a 20 year old girl, who enlists in the army and is accepted. She is trained and then fights but gets captured, escapes and celebrates her arrival with people back home. The most challenging part of the design phase was deciding what background I was going to use, how I should place the different blocks, and how the level should look and feel. I was also limited on the types of blocks, avatars, and enemies so that made the process of making my ideas on paper come to life much more difficult than expected.

I wanted my levels to tell a story. The first level she tells her mom she joined the army, second level she goes through training, third level she goes through war, forth level she is captured, and the fifth level was when she celebrates her arrival with friends and family. Each of the backgrounds of each level were represented by the time of day and the level itself. One took place in the dark and that was to make it more 'challenging' if you were in the game.

In some levels I was trying to convey a mood such as scary or happy and enjoyable. I used the sharp red blocks for the creepy levels and used the grass and fluffy clouds for the happy games. The avatar in some levels were changed due to the platform or top down settings. One had a suit and the other was her without the suit. The enemies changed as well. In one level the enemies looked insane, some looked harmless, and in others they looked brutal and mean."

Jennifer Music
Leading Edge Technology Teacher

Thursday, January 10, 2013

Everyone Is Doing It, With Good Reason

Last night, after teaching, transporting my kid to a dentist appointment, and dropping him off at my sisters, I dragged myself over to the Sacramento County Office of Education to hear Catlin Tucker speak at the monthly ETLN (Education Technology Learning Network) meeting.  If you don’t know who she is, she is an amazing classroom teacher who utilizes technology to make her life easier and learning more meaningful. Joe actually wrote about her book, Blended Learning a few weeks ago. I left the meeting energized and even more committed to using technology in a meaningful way.

Tucker has a common sense approach to blended learning. One thing she discussed was her bring your own device policy (BYOD). Truth be told, I have been allowing students to use their own devices once or twice a semester. However, this week I jumped in with both feet. What I discovered wasn’t that exciting. I mean, I didn’t get to bust anyone looking at Facebook or looking at inappropriate websites. Instead, my students got a lot of work done. Students used their cell phones and tablets to work on shared documents for their presentation while discussing their work with group members. Why allow them to do this? Why not? Why make them write down their information on paper and then go home and type it out on a Google Doc? They were using the same collaboration and communication skills they would have used with a paper and pen. They were working smarter by cutting out the middle step. The group who did not have a personal device to use, was happy using the one computer I have in the classroom. I took pictures to prove they were actually working. The added bonus, since they did the word processing in class, I was able to view their work that evening and provide fast feedback.

The conversations I had with my colleagues about this experience proved to be more exciting. Performing and Fine Arts teachers are using personal devices to inform their instruction. Did you know that Gary Wong uses www.polleverywhere.com as a formative assessment in his English 10 classes? Gary Wong gets instant feedback from students by allowing them to take polls using the text feature on their cell phone. Within seconds he can assess the student’s understanding of a chapter and use that information to guide his lecture for the day. Personal devices also allow students to produce digital content. Jeanne Feeney’s 6th grade students filmed stop motion animation videos using a free Lego app on their mobile devices and then uploaded the file via their Google Drive app their device. They were able to edit their movie on the classroom computers using iMovie for free! The only thing keeping them from doing all of the movie work on their devices was that the iMovie app for phones costs $4.99! Jeanne’s students also use their phones in science to take pictures of complicated diagrams or hands on activities they want to capture for future reference (portfolio!).

Leading Edge students actively use their personal devices in Technology to save passwords, retrieve pictures or videos for class projects, take pictures of important information on the whiteboard, and send reminders to themselves. In Josh Senge’s class they use their devices to perform online research, video creation, and voice recordings in class. Our students have valuable pieces of technology in their pockets. How do you use them to inform your instruction, create efficient learners, and enrich the classroom experience?

Kirsten

Friday, November 16, 2012

Blended Learning Book

A few weeks ago I finished a great book by a Sonoma County high school teacher that is available in my professional library for anyone to check out.  In Blended Learning - Leveraging the Power of Technology to Create Student-Centered Classrooms, Catlin Tucker lays out a clear vision for using technology to extend learning beyond the school day through online discussions  multimedia, and technology projects.  A few of us have had the opportunity to see Tucker present and ironically she teaches at a school that is fairly technology poor and many of her student have very basic online access at home.  However, she has found that even limited technology and a blended learning model can  "make me more effective, decrease my grading load, and teach my students critical 21st century skills they will use long after they have left my class."

During the first half of the book Tucker discusses the benefits, research, and models of blended learning with concrete models from her classroom.  The book is written from a very practical standpoint, so Tucker also includes rubrics, example lessons, and student guidelines from her own classroom.  The second half of the book consists of a series of chapters for each of the four content areas (math, ELA, science, and social studies) describing strategies for using blended learning an online resources to meet the demands of the Common Core State Standards.

In the preface Tucker provides three reasons why a teacher might purchase her book
  1. It advocates for a teacher-designed blended learning model with concrete strategies, ready-to-use resources, and examples grounded in the Common Core State Standards.
  2. It shows teachers how they can use an online environment to give every student a voice, increase engagement, drive higher-order thinking, and make homework an interactive experience instead of solitary practice.
  3. Teachers will learn how to integrate technology into their existing curriculum in order to build community and create a student-centered classroom that challenges students to be active participants in the learning process.
If any of these sound good to you, feel free to pop by my office, send me an email, or post a comment below to check it out.  I also have some digital resources related to the text developed for our VLA program.

Joe

Friday, November 2, 2012

Library of Congress Common Core Resources

One of the biggest challenges with implementing the Common Core State Standards for English Language Arts, Literacy in History/Social Studies, and Science and Technical Subjects is finding great pieces of text to use with your students that are rigorous, yet grade-level and content-area appropriate.   Last week the Library of Congress announced new additions to their online resources that make finding these materials even easier.  The Library of Congress updated their Search by Standard tool to now include Common Core standards specific to each state and allow teachers to sort between ELA and Social Studies materials.  If you teach either of these content areas, the Library of Congress is going to be quite handy.  A quick search for California 8th grade Social Studies yielded hundreds of resources including primary source sets, lesson plans, and activities broken down by standard.

If you find these materials handy consider subscribing the the Teaching with the Library of Congress blog.  This site regularly posts great ideas for using primary source materials in the classroom and periodically curates them for you, especially for upcoming events such as Veterans Day.

Joe

Tuesday, October 30, 2012

National Digital Writing Month

In a little more than 36 hours national Digital Writing Month (DigiWriMo) commences and you or your students should consider participating.  With a structure similar to another November writing celebration, National Novel Writing Month (NaNoWriMo), DigiWriMo poses the challenge of crafting 50,000 words of digital text in just 30 days.  The format of your text may very depending on the weekly writing challenges, but more than likely you will find yourself composing more than a few blog posts, Twitter essays, and collaborative wiki novels.

Personally, I am not exactly sure what is in-store for the next 30 days, but even if I only write 25,000 words that is still quite a bit of storytelling and a great mental workout.  The program is sponsored by Hybrid Pedagogy and the English and Digital Humanities program at Marylhurst University. If this sounds interesting you can join in the fun with little more than your email address.  And here is a small secret I've learned from NaNoWriMo - you can always just follow along this year by reading the regular emails sent out by DigiWriMo and actually put the prompts into practice at another time.

Joe