3.06.2009

Module #2: Collaborative Writing

What is the 21st Century Research Paper?


Deconstructing text


Writing the Body Electric


So you've done your research in a traditional sense, searching and finding several educational articles on the ERIC database about your Aim, APAed them for future reference, summarized them for later use. But that's only the first step, now we face the more perplexing question: How should lesson plans be written for digital natives?

How can we write a lesson that will connect with students with "continuous partial attention"? In the era of Twittering, IMing, and Facebook, writing a letter to a friend, or even an classrom essay with a pen and paper seem strangely archaic. Traditional production of meanings, teacher-assign/student-write/teacher-evaluate are evolving into more fluid, permeable scriptings.

Implementing current technologies into the classroom is an excellent way to experiment with developing successful lessons. Educause's Learning Initiative's 7 Things You Should Know About... offers a wonderful resource to keep current with the ever evolving educational/technological landscape. The "Horizon Report" is another annual resource that describes current trends in educational technologies.

All of these new Internet based applications are categorized as "social software." In an educational setting, these technologies are redefining what "text" means. Our understanding of the act of writing has been altered -- instead of an author, friends post to bulletin boards, learning from each other, developing cumulative understandings of a body of knowledge. Open source, "collaborationware," or educational social software, ("ESS"), sometimes called "c-learning,"can create student-centered approachs to learning. Implementing technology in the classroom, therefore, requires finding ways for students to use ESS as a tool for learning.

But let's look at the most common expressions of ESS: the blog and the wiki.


"We Have Liftoff..."



Look up and see the new atmospheric layer: the blogosphere. The Weblog, or "blog," like the education blog you're reading right now, allows instructors a low-cost publishing alternative, as well as an immediate connection with his or her students. Students can write responses to classroom questions quite quickly in a virtual extension of the classroom. It's easy for professors to find the responses (no stack of papers hiding the desk) and evaluate students almost contemporaneously with their writing activities.

So Welcome to the Blogosphere!

There are so many blogs out there that there are now websites that simply compile other educational blog websites. Awards have been given for the best ones.

So Blog On!


Writing Wikis


A common use of the electronic bulletin board is to compile massive lists of everything. Although helpful, you can never be too sure that these kinds of Web pages aren't collecting digital dust with broken links. A deeper use of social software develops collaborative writing projects. Wikis allow students to easily create and edit their own writings, and create links to other web pages.

Many educators use pbwiki and edublog to host their web pages. To learn more about blogs and wikis, several online resources and seminars are available to help educators get comfortable using wikis. Their most important function is to share information about a specific topic, like lesson plans, by anyone who is willing to upload their work, to anyone who is interested in downloading the information. For example, here are several lesson plan wikis:
These wikis could easily be simply called websites as well, but the most important quality of wikis, again, is that many people contribute and edit the online content. Of course, the best wikis are the ones we write ourselves. My classes, collectively, have been building what, in my opinion, is the best lesson plan reference page on the entire Internet. All of you will be contributing to it as well. So let's get on with it.

Evaluation


Homework #2


Deliverable #1: Each group will upload their Homework #1 research to their group's wiki page.

Deliverable #2: Each group will find either 3 lesson plan Websites that offer multiple lesson plans in the groups content area and are not already on the lesson plan wiki, or 6 Internet lesson plans that directly relate to the group's Aim. Combinations of the two options are permitted. An Internet lesson plan on fractions is not appropriate to an Aim about factoring. Each lesson plan reference will include a hyperlink, and a few sentences describing why this is a good lesson plan for your Aim. Please use the bulleted web sites above as a starting point to finding your lesson plan web sites.

Deliverable #3: Each group will access the Blog WebQuest to fill out the remainder of questions on their group's wiki page. Students only have to :
  1. Reference/read the 'content material' resources to collectively come up with definitions of "blog" and "wiki."
  2. Determine a way their lesson plan can use a blog or wiki during instructional delivery of the lesson.
Deliverable #4: Each student will post a comment to this blog, answering the following question:
  • Referring to the "7 Things You Should Know About..." resource, identify 3 kinds of ESS software listed in the resource, and describe how you might implement them in your classroom.

13 comments:

Anonymous said...

Michael Malave
Concetta Vecchione

APA Citations:

Camp,Carole Ann,ed., 1995, Invitations to cells, Educational Resources Information Center

Smith, Robert Alan, 1997, plant tissue culture studies, Educational Resources Information Center

Carroll, Juliet E., 1994, Learning biology with plant pathology, Educational Resources Information Center

Anonymous said...

VICTOR MATOS
Deliverable 4
Alternative Reality Games Jan,2009

I especially admired this form of ESS due to the fact that this kind of software enables children to produce problem solving techniques.The technique of this strategy is so interesting due to the fact that the reality of the game can be altered to fit any educational objective.If I were to implement this kind of ESS,I would first try to obtain as many computers as possible for my class.Then i would have students work collaboratively with groups for about 20 minutes a day on topics of math, and reading.I would have these special games encorporate needed learning material, and hope to view the progress shortly.When students get more acustomed to this procedure, I hope to expect intermediate to complex results in problem solving procedures.children play reality action games such as racing,boxing,and are unknowingly practicing problem solving.All people enjoy to learn while being entertained,this is why i would implement this kind of strategy towards my classroom.

Anonymous said...

Wanda Sandoval
Deliverable 4
Wii,2008
The Wii is a video game system that uses wireless controllers that are capable of sensing positions,motions, allowing users to interact with the game applications through physical movement.
I think that this form of Educational social software is great because it is interactive and hands on.It could be used to teach any subject, and it makes the subject more interesting for the child because it is a game which is something that interest almost everychild.I would especially use it for math because it is the subject that mostly elementary school children struggle with.I would also use the Wii system to get children to exercise and promote physical education.

Anonymous said...

Luz Lopez
Flickr, February 2008
Deliverable #4
I chose this ESS, because students will learn to work in groups, and actively participate in group topics."teamwork".A good example of Flickr is sort of like "facebook" for children.The point in which I found amazing is how children are able to share photos,and ad comments. I would utilize the ESS as a way to help enable students to work develop an awareness of their society.I think students will find the activity fun due to the fact that they are able to brouse other members photos, and manage their content of information.

Anonymous said...

Homework #2 Deliverable 4
Barbara Przybylo
The “7 Things You Should Know About…” offers information about the developing educational technologies and their influence on learning and teaching. From many kinds of ESS software listed on this web I would like to focus on Alternative Reality Games, Flip Camcorders, and Ustream.
The Alternative Reality Games is the emerging technology that students most want to see implemented in their schools. The gaming technologies have potential influence on mastering academic and social skills. This may be good method of teaching and acquiring a large amount of knowledge, quickly finding solutions, making decisions, figuring out by own rather than by reading or listening. I think it is a great technique to enhance child’s memory, judgment, and creativeness. The Flip Camcorders, however, are small digital devices that provide the opportunity for everyone to create own video content. This is an attracting tool to involve students into the educational activity and also to asses their performance. The third kind of software is the Ustream. It includes the interactive websites, which consist of network of various channels. It does not only promote interactions across the world, but also plays great educational role. The Ustream technology is very helpful to learn foreign languages and to acquire knowledge about life in different cultures.
As a future teacher I would like to connect with the students’ view and to adopt the educational technologies as the instructional tools.

Anonymous said...

VICTOR MATOS revised and complete.

Deliverable 4
1] Alternative Reality Games Jan,2009

I especially admired this form of ESS due to the fact that this kind of software enables children to produce problem solving techniques.The technique of this strategy is so interesting due to the fact that the reality of the game can be altered to fit any educational objective.If I were to implement this kind of ESS,I would first try to obtain as many computers as possible for my class.Then i would have students work collaboratively with groups for about 20 minutes a day on topics of math, and reading.I would have these special games encorporate needed learning material, and hope to view the progress shortly.When students get more acustomed to this procedure, I hope to expect intermediate to complex results in problem solving procedures.children play reality action games such as racing,boxing,and are unknowingly practicing problem solving.All people enjoy to learn while being entertained,this is why i would implement this kind of strategy towards my classroom.

2] Lecture Capture December 2008

Another kind of ESS I would implement is a Lesson Capture.Lesson captures allow instructors to record what happens in the classroom and allows students to view a lesson digitally.Students can view the lesson at the comfort of their own through the access of the internet.Lecture captures are great due to the fact that it eliminates excuses such as, "my dog ate my homework" and etc..
I think this methodis great for those students that miss class and those who need extra help.From my experience as an assistant teacherm those students that have processing issues may greatly benefit from the Lecture capture.Lecture capture can be audio as well.From my experience,many children need more time outside of the classroom to practice what was to be previously learned. Some children struggle with heaaring while others have a hard time comprehending what was learned in the room.Lecture captures basically help students gain access of what was learned, and gives parents an idea of what is expected of their child to understand. to conclude my thoughts of a lecture capture, students will have more of an advantage when learning due to the flexibility of the time in which students dedicate, and the extra assistance a child can receive at home.

3] Wii July 2008
The last ESS I find most important is the Wii.The Wii can be most essential when helping students engage in physical activity in a risk free environment.The Wii uses wireless activity in which the system is capable of sensing position and motion.I notice that many students today are not actively exercising as they should.If students would exercise, I think students will become more healthier and better in their academics.Current research has shown a great increase in student productivity when students are fit.If i were to regulate such activity,I would have students practice at least 15 minutes of up to 3 days a week during thier GYM time.

terminus said...

I love the comments so far. Making learning fun is certainly a big industry today. An interesting connection -- given the deplorable condition of physical education in our schools today (read obesity, asthma and diabetes) maybe Wii technologies could help improve our tactile proficiencies in the classroom. Visual learners definitely will love Fliclr. Victor Matos' revised comment offers the best insight so far...

Anonymous said...

JOYCE BROWN
I think that Alternate Reality Games are a great form of educatioal social software. Children love games, this seems like a perfect way to get them to use reources to come up with the answers that they need. I would use these games for science or history especially. In the classroom, I would give two children at a time computer time so that that they would be able to do their own individual computer research.

Anonymous said...

ELI RESOURCES/EDUCATING NET GEN:
In today's society, most children beginning at the age of 4, already know how to use the internet and google their way to websites(like Disney)and games they can play along to. The computer is a helpful tool in building the literacy skills in children;
helping by listening to sounds as it tells them to turn a page in a story,and helps them to match one object to another.Unlike reading a book they have more advantages to the computer by a range of varieties that expand their awareness in learning.
In my classroom, we have games on the computer where the children are buddied up 2 at a time to play these interacting games. It helps them to share the mouse, to take turns and they focus more on the learning. The games are a way for them to learn basic recognition and sounds of language.

Anonymous said...

NANCY ORTA
ELI RESOURCES/EDUCATING NET GEN:
FORGOT TO ADD MY NAME SORRY..LOL!!!

Anonymous said...

JESSICA SANCHEZ
In 7 things you should know about/ELI the 3 technologies i would use in the classroom are Zotero,Flip Camcorders,and the WII. Zotero provides a research tool for the students created by the Center of History and New Media and provides a quick and arranged tool for finding research. Flip Camcorders allow the students to organize, cut ,create and use their visual arts when in use. The WII also provides visual arts as well as physical interaction in the application. The students are then able to do "hands on" games.

Anonymous said...

Dianna DeLeon
In 7 things you should know:
what caught my attention was the Zotero...it's an online reference system.it helps people who do research on line to gather and arange information from the web system. Also the lecture capture is a technology i never heard about, and its very facinating to know that Educators can record the lesson that was taught in the class for that day and then it can be used later on digitally. my group can use this system for teaching language Arts to the children. we can do a lecture, have circle time and also review and go back to see what child is struggling with the lessons and we can help that child. We can also view it with the parents to show them their child's progress.

Anonymous said...

yelitza izquierdo

Key Idea:

1. The study of United States history require an analysis of the development of American culture, its diversity and multicultural context, and the ways people are unified by many values, practices, and traditions.

2. The important ideas, social and cultural values, beliefs, and traditions from United States history illustrating the connections and interactions of people and events across time and from a variety of perspectives.

3. Study about the major social, political, economic, cultural, and religious developments United States history involves learning about the important roles and contributions of individuals and groups.
4. The skills of historical analysis include the ability to: explain the significance of historical evidence; weigh the importance, reliability, and validity of evidence; understand the concept of multiple causation; understand the importance of changing and competing interpretations of different historical developments.

when the student is learning about History of the United States:the teacher will use a variety of intellectual skills to demonstrate their understanding of major ideas, eras, themes, developments, and turning points in the history of the United States.
2. when the teacher is talking about World History: Students will use a variety of intellectual skills to demonstrate their understanding of major ideas, eras, themes, developments, and turning points in world history and examine the broad sweep of history from a variety of perspectives.
3. when the teacher is talking about Geography; the students will use a variety of intellectual skills to demonstrate their understanding of the geography of the interdependent world in which we live-local, national, and global-including the distribution of people, places, and environments over the Earth's surface.
4. when the teacher is talking about Economics the students will use a variety of intellectual skills to demonstrate their understanding of how the United States and other societies develop economic systems and associated institutions to allocate scarce resources, how major decision-making units function in the U.S. and other national economies, and how an economy solves the scarcity problem through market and non- market mechanisms.
5. Civics, Citizenship, and Government: Students will use a variety of intellectual skills to demonstrate their understanding of the necessity for establishing governments; the governmental system of the U.S. and other nations; the U.S. Constitution; the basic civic values of American constitutional democracy; and the roles, rights, and responsibilities of citizenship, including avenues of participation.