Technology Concepts and Informational Resources

Concept Name

Description

Links to Resources

1:1

One to one is the idea that every student has a device.

Collaboration

Technology should be used as a way to collaborate and work together. Often computers are used as a way to isolate students from each other. Technology can also be used as a way to bring students together.

Digital Citizenship

The act of being responsible digital users. This concept needs to be taught and reinforced from a young age. The use of technology is a powerful tool. Our students need to act responsibly and ethically.

Common Sense Media has many great resources for teaching digital citizenship

Digital Native vs Digital Immigrant

Digital natives are people that have grown up with technology. They have experienced the world with technology their whole lives. Digital immigrants are those that are learning technology. Most likely, your students will be able to do more than you,or show you how to do some things with technology. This is okay. Embrace the learning and showcase students abilities. But remember, just because they were born with technology at their fingertips doesn’t mean they know how to use it effectively or educationally.

Flipped Classroom

A flipped classroom is more than just playing a movie for the students and expecting them to learn. The flipped classroom does expect students to learn from movies at home like a lecture and then the teacher devotes class time to projects and deeper understanding.

Here is an article on flipping your classroom

Gamification

The use of games to promote standards. Students respond positively to games so why not incorporate them into your lesson plan. Teachers are using games to promote all kinds of standards. Even better, have students create their own games. Teachers have been using gamification for generations but with the added help of technology, games can be even more engaging. So promote reading, writing, science, social studies, problem solving, math and so much more with any game you are comfortable with. The resources are just a few examples to get you thinking about gamification. The possibilities are endless.

Mindcraft: Education Edition – Student can use this popular game to build and explore.

Machinarium – Students can explore this problem solving world. Or use as the teacher with the students suggesting problem solving skills and using descriptive language describing what is happening.

Elegy for the Dead – Teach writing while exploring. Program prompts you to write and share as you explore.

Genius Hour

Linked to student choice, genius hour is a way to give students ownership of their learning. Students are given choice on what they want to learn.

Genius Hour Website – Has information, videos, and webinars.

Professional Learning Network (PLN)

Learning from peers. Building a group of professional educators that you can share ideas with is extremely helpful, especially when implementing new technology. Collaborate and share among peers for awesome ideas. Sharing with professionals outside of your school or district is a great way to learn as an educator. A few examples are listed to the right.

Collaborate through:

Twitter

Pintrest

Makerspace

Project Based Learning

Related to student choice and a flipped classroom, project based learning emphasises student driven learning. Students start thinking about creating and developing as opposed to repeating information.

A site with suggestions on project based learning ideas.

SAMR Model

This is the idea that using technology is a spectrum.

  • S stands for substitution: You are simply using technology and not changing the assignment. For example replacing pencil and paper and typing an essay instead.

  • A stands for Augmentation: The technology acts as replacement but allows for significant improvement. For example: Using slides with images, videos, audio etc enhances the writing assignment.

  • M stands for Modification: The assignment is significantly modified by using technology. For example: Utilizing the share and collaboration features, linking multiple resources and learning across standards.

  • R stands for Redefinition: The assignment becomes more than just between the student and the teacher. For example: Publishing work to the web to allow for others to interact with the assignment, gain information, and provide feedback to the student.

2016 Cue Presentation on SAMR – Includes visual representation of the SAMR model and examples of what it looks like across the spectrum.

STEAM

STEM stands for science, technology, engineering, art, and math education. STEM learning is essential to the standards and real life application.

Monterey County STEAM page.

Student Led Learning

Students learn best when they are interested in the topic or activity. Give students a choice. Even limiting the choices empowers the student. Let students choose what they study and how they present the material.

Tech Helpers

You will have advanced, middle, and beginner tech students. Empower your advanced students by creating a class or school tech team. Have struggling students ask the tech team first. Many basic problems can be solved with minimal support from the teacher. The students are digital natives, let them show it.