using web 2.0 tools and interactive technology to … web 2.0 tools and interactive technology to...
TRANSCRIPT
Using Web 2.0 Tools and Interactive Technology to Improve Student Literacy
Learner Driven Education for the 21st Century Kathleen Stalnaker
Introductions
What is Literacy in the 21st Century?
Project based learning with some direct instruction
Production Driven content creation of knowledge and skills
Research Based
Active
Collaborative
student centered/learner Driven
Student Freedom
Integrated and interdisciplinary
Using web 2.0 tools and interactive technology to enhance student literacy
Let the revolution begin!
a few of my favorite things...
To engage students
And increase literacy
The Tools
Allows students to practice reading out loud so they can develop their fluency skills
PODCASTING FOR READING FLUENCY
Students are given the chance to make comments on reading and see what others have to say. This can help them think more deeply about their own answers.
BLOGGING FOR COMPREHENSION
ToonDo to assess comprehension and develop writing skills
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CREATIVE ASSESSMENTS
DIGITAL STORY TELLING
Helps increase comprehension, reading fluency and writing skills
VIDEO POETRY STUDENT EXAMPLE
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Some Results from my classroom practice
Student attitudes at the beginning of the semester.
STUDENT ATTITUDES AT THE END OF THE SEMESTER.
Students perceptions
At the Start
AT THE END
And how did they feel about the Technology?
What’s New this Year?
ipads
Edmodo
CBR
moodle
There’s An app for that
Noterize
pages
keynote
iMovie
Qr Scanner
Prezi
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Did you Know?
A little something to think about...
WEB RESOURCES
http://www.go2web20.net http://edudemic.com/2010/07/the-35-best-web-2-0-classroom-tools-chosen-by-you http://www.p21.org
http://www.edmodo.com http://www.wikispaces.com https://www.schoology.com/home.php
Readings that have helped shape my curriculum choices
Abrams, S. S. (2009). A gaming frame of mind: digital contexts and academic implications. Educational Media International, 46(4), 335-347. doi:10.1080/09523980903387480
Alexander, J., Walsh, P., Jarman, R., & McClune, B. (2008). From rhetoric to reality: advancing literacy by cross-curricular means. Curriculum Journal, 19(1), 23-35. doi:10.1080/09585170801903225
Beavis, C., & O'Mara, J. (2010). Computer games - pushing at the boundaries of literacy. Australian Journal of Language & Literacy, 33(1), 65-76. Retrieved from Academic Search Premier database.
Barone, D., & Wright, T. (2008). Literacy instruction with digital and media technologies. Reading Teacher, 62(4), 292-303. Retrieved from Education Research Complete database.
Flynt, E., & Brozo, W. (2010). Visual literacy and the content classroom: a question of now, not when. Reading Teacher, 63(6), 526-528. Retrieved from Academic Search Premier database.
Gee, J. (2005). Good video games and good learning. Phi Kappa Phi Forum, 85(2), 33-37. Retrieved from Academic Search Complete database.
Gee, J., & Schaffer D. (2010). Looking where the light is bad: video games and the future of assessment. Edge: The Latest Information for the Education Practitioner, 6(1), 3-19. Retrieved from Education Research Complete database
Gee, J., & Levine, M. H. (2009). Welcome to our virtual worlds. Educational Leadership, 66(6), 48-52. Retrieved from Academic Search Complete database.
Jones-Kavalier, B., & Flannigan, S. (2008). Connecting the digital dots: literacy of the 21st century. Teacher Librarian, 35(3), 13-16. Retrieved from Academic Search Premier database.
Kirkwood, A. (2008). Getting it from the web: why and how online resources are used by independent undergraduate learners. Journal of Computer Assisted Learning, 24(5), 372-382. doi:10.1111/j.1365-2729.2007.00265.x
Lambert, J., & Cuper, P. (2008). Multimedia technologies and familiar spaces: 21st-century teaching for 21st-century learners. Contemporary Issues in Technology & Teacher Education, 8(3), 264-276. Retrieved from Education Research Complete database.
Larson, L. (2008). Electronic reading workshop: beyond books with new literacies and instructional technologies. Journal of Adolescent & Adult Literacy, 52(2), 121-131. Retrieved from Education Research Complete database.
Larson, L. (2010). Digital readers: The next chapter in e-book reading and response. Reading Teacher, 64(1), 15-22. doi:10.1598/RT.64.1.2
Malin, G. (2010). Is it still considered reading? Using digital video storytelling to engage adolescent readers. Clearing House, 83(4), 121-125. doi:10.1080/00098651003774802.
Metros, S. (2008). The educator's role in preparing visually literate learners. Theory Into Practice, 47(2), 102-109. doi:10.1080/00405840801992264
Palumbo, A., & Sanacore, J. (2009). Helping struggling middle school literacy learners achieve success. Clearing House, 82(6), 275-280. Retrieved from Academic Search Premier database.
Salen, K. (2007). Gaming literacies: A game design study in action. Journal of Educational Multimedia & Hypermedia, 16(3), 301-322. Retrieved from Education Research Complete database.
Shaffer, D., Gee, J., & Wisconsin Center for Education Research, M. n. (2005). Before every child is left behind: how epistemic games can solve the coming crisis in education. WCER Working Paper No. 2005-7. Wisconsin Center for Education Research, Retrieved from Eric database.
Skouge, J., Rao, K., & Boisvert, P. (2007). Promoting early literacy for diverse learners using audio and video technology. Early Childhood Education Journal, 35(1), 5-11. doi:10.1007/s10643-007-0170-y
Sweeny, S. (2010). Writing for the instant messaging and text messaging generation: Using new literacies to support writing instruction. Journal of Adolescent & Adult Literacy, 54(2), 121-130. doi:10.1598/JAAL.54.2.4
Walsh, C. (2010). Systems-based literacy practices: Digital games research, game play and design. Australian Journal of Language & Literacy, 33(1), 24-40. Retrieved from Academic Search Premier database