Reflections+KD


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 * MY REFLECTIONS**

June 30, 2009

Dr. Reynolds,

I have made some changes to my Unit Plan. I have included my name, grade level and title of the unit. I have also added some more technologies such as Power Point and Photostory. I have changed a few ways in which the technologies can be used so that it is not just something to do but more geared toward enhancing students understanding of the content.

June 29, 2009 Ning I could use Ning as a way to share ideas about the unit I am teaching with other teachers. It is a good way to keep in touch and stay informed about great strategies that my colleagues have used and found to be successful in their classrooms. In this unit in particular I could start blogging about the things that I am doing and ask for suggestions that might be alternatives.


 * Teacher Technology Standards**


 * Facilitate and Inspire Student Learning and Creativity**

Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers:

a. model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments.

June 26, 2009 Photostory Students can use photostory to create word problems. This could be very useful because most students do not like doing word problems. If they could see the word problem as a story, a series of events this will give them a visual aid and a platform to be more successful at doing word problems. The good thing with photostory is that it is user friendly and it will not require a lot of time to teach students how to use the program.

Student Technology Standards
 * Critical Thinking, Problem Solving, and Decision Making**

Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. Students:


 * a. || identify and define authentic problems and significant questions for investigation. ||
 * b. || plan and manage activities to develop a solution or complete a project. ||
 * c. || collect and analyze data to identify solutions and/or make informed decisions. ||


 * Creativity and Innovation**

Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students:
 * a. || apply existing knowledge to generate new ideas, products, or processes. ||
 * b. || create original works as a means of personal or group expression. ||
 * c. || use models and simulations to explore complex systems and issues. ||


 * Teacher Technology Standards**


 * Facilitate and Inspire Student Learning and Creativity**

Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers:


 * a. || promote, support, and model creative and innovative thinking and inventiveness. ||
 * b. || engage students in exploring real-world issues and solving authentic problems using digital tools and resources. ||
 * c. || promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. ||
 * d. || model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments. ||

June 25, 2009 Power Point At the end of the unit students could create a power point presentation as a review of the unit. The students would be creating the presentation for their peers. They would be required to include in the presentation word problems with narrated explanations. The students would benefit from this because they would be able to verbally provide explanations and students who use the presentation for reviews would be able to work at their own pace to review the unit before final assessment.


 * Critical Thinking, Problem Solving, and Decision Making**

Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. Students:
 * a. || identify and define authentic problems and significant questions for investigation. ||
 * b. || plan and manage activities to develop a solution or complete a project. ||
 * c. || collect and analyze data to identify solutions and/or make informed decisions. ||
 * d. || use multiple processes and diverse perspectives to explore alternative solutions. ||  ||


 * Creativity and Innovation**

Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students:
 * a. || apply existing knowledge to generate new ideas, products, or processes. ||
 * b. || create original works as a means of personal or group expression. ||
 * c. || use models and simulations to explore complex systems and issues. ||
 * d. || identify trends and forecast possibilities. ||  ||

June 24, 2009 MS Movie Maker In my units on ratio and rates I could use movie maker to create a shopping experience for my students. I would take them on trip to my store and as we come across sale items have them find out the actual cost of each item. I would give each student a shopping list and while the video is playing I would have them look for the items on their list and record the percent off. They would then work out the cost of their items and record the total money they would need. They would also have add tax to the items. The video would help to keep students engaged and help them to see real world applications of the content.

From the video students could also be asked to write their own word problems from the video and exchange questions to be solved with their peers.


 * Teacher Technology Standards**


 * Facilitate and Inspire Student Learning and Creativity**

Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers:


 * a. || promote, support, and model creative and innovative thinking and inventiveness. ||
 * b. || engage students in exploring real-world issues and solving authentic problems using digital tools and resources. ||
 * c. || promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. ||
 * d. || model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments. ||


 * Design and Develop Digital-Age Learning Experiences and Assessments**

Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers:
 * a. || design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity. ||
 * b. || develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress. ||
 * c. || customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources. ||
 * d. || provide students with multiple and varied formative and summative assessments aligned with content and technology standards and use resulting data to inform learning and teaching. ||


 * Student Technology Standards**
 * **Critical Thinking, Problem Solving, and Decision Making** ||

Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. Students:
 * a. || identify and define authentic problems and significant questions for investigation. ||
 * b. || plan and manage activities to develop a solution or complete a project. ||
 * c. || collect and analyze data to identify solutions and/or make informed decisions. ||
 * d. || use multiple processes and diverse perspectives to explore alternative solutions. ||  ||

June 23, 2009 Copyright Laws At the beginning of the unit student could be reminded of the copyright laws. When students are creating their flyer in publisher we could talk about store names and if it would be ethical to use the names of stores that already exist.


 * Student Technology Standard(s)**
 * || **Research and Information Fluency** ||
 * || Students apply digital tools to gather, evaluate, and use information. Students: ||
 * a. || plan strategies to guide inquiry. ||
 * b. || locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media. ||
 * c. || evaluate and select information sources and digital tools based on the appropriateness to specific tasks. ||
 * d. || process data and report results. ||  ||

June 22, 2009 As the teacher I could create a class account on iGoogle. This account could serve as a way to inform students about possible resources on the internet. For this unit and any other the class home page could provide a to-do-list. Homework could be posted on this site to remind students about assignments. Students will also have quick access to sites that have to do with ratio, proportions and percents for practice at home. We could use a blog on our page to discuss real life problems involving percents and proportions.
 * iGoogle**


 * Student Technology Standards**


 * **Creativity and Innovation** ||

Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students:
 * a. || apply existing knowledge to generate new ideas, products, or processes. ||
 * b. || create original works as a means of personal or group expression. ||
 * c. || use models and simulations to explore complex systems and issues. ||
 * d. || identify trends and forecast possibilities. ||  ||


 * **Critical Thinking, Problem Solving, and Decision Making** ||

Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. Students:
 * a. || identify and define authentic problems and significant questions for investigation. ||
 * b. || plan and manage activities to develop a solution or complete a project. ||
 * c. || collect and analyze data to identify solutions and/or make informed decisions. ||
 * d. || use multiple processes and diverse perspectives to explore alternative solutions. ||  ||


 * Teacher Technology Standards

Facilitate and Inspire Student Learning and Creativity**

Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers:


 * a. || promote, support, and model creative and innovative thinking and inventiveness. ||
 * b. || engage students in exploring real-world issues and solving authentic problems using digital tools and resources. ||
 * c. || promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. ||
 * d. || model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments. ||


 * Design and Develop Digital-Age Learning Experiences and Assessments**

Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers:
 * a. || design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity. ||
 * b. || develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress. ||
 * c. || customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources. ||
 * d. || provide students with multiple and varied formative and summative assessments aligned with content and technology standards and use resulting data to inform learning and teaching. ||

June 19, 2009

Students could use inspiration to describe the process of solving percent word problems. The word problems would ask for discount, tax, tip, sale price, commission or markup. Students would use inspiration to first brainstorm about the solve process: what the problems is asking for, organizing the facts, identifying the operation required to solve the problem and then solving the problem.
 * Inspiration**


 * Student Technology Standards**
 * **Creativity and Innovation** ||

Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students:
 * a. || apply existing knowledge to generate new ideas, products, or processes. ||
 * b. || create original works as a means of personal or group expression. ||
 * c. || use models and simulations to explore complex systems and issues. ||
 * d. || identify trends and forecast possibilities. ||  ||


 * **Critical Thinking, Problem Solving, and Decision Making** ||

Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. Students:
 * a. || identify and define authentic problems and significant questions for investigation. ||
 * b. || plan and manage activities to develop a solution or complete a project. ||
 * c. || collect and analyze data to identify solutions and/or make informed decisions. ||
 * d. || use multiple processes and diverse perspectives to explore alternative solutions. ||  ||

Facilitate and Inspire Student Learning and Creativity**
 * Teacher Technology Standards

Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers:


 * a. || promote, support, and model creative and innovative thinking and inventiveness. ||
 * b. || engage students in exploring real-world issues and solving authentic problems using digital tools and resources. ||
 * c. || promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. ||
 * d. || model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments. ||

June 18, 2009

When teaching units rates I could use audacity for my students to debate better buy. Students would be given a chart with supermarket items and asked to determine the better buy. Students will be asked to present a recording using audacity to convince their audience which items would be best to buy. The recordings could be listened to discussed to determine whether their choice was the best. Students would also be asked to determine if things other than unit rate affect buying an item. I could also provide a recording of a shopping experience in which I take my students on a journey through the grocery store. Students will then discuss if I made the best use of the money I had. This will help students to better understand the concept because they will be more engaged, they can link the experience to their own lives. The students will have multiple interactions with the material. In order to do the recording they would first relate it to what we are doing in class. They would then use the Mathematics to figure it out. They would write a script for their audacity and then read the script. This would help students to reflect on their response and do some self monitoring when they play it back to see if it makes sense.
 * Audacity**


 * Technology Standards**

Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students:
 * **Communication and Collaboration** ||
 * a. || interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media. ||
 * b. || communicate information and ideas effectively to multiple audiences using a variety of media and formats. ||
 * c. || develop cultural understanding and global awareness by engaging with learners of other cultures. ||
 * d. || contribute to project teams to produce original works or solve problems. ||  ||


 * Facilitate and Inspire Student Learning and Creativity**

Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers:


 * a. || promote, support, and model creative and innovative thinking and inventiveness. ||
 * b. || engage students in exploring real-world issues and solving authentic problems using digital tools and resources. ||
 * c. || promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. ||
 * d. || model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments. ||

June 17, 2009 Towards the end of the ratio and proportions unit, my students could post word problems on our class wiki. They could discuss which problems are best solved by using proportions. They will also explain how they would go about solving each problem. Students will be encouraged to find other ways to find solutions to the problems posted. Students could use the wiki to ask clarifying questions about the problems and give advice on how to solve the problems. As the teacher I would also post problems known to be proportion type problems as well as problems that ae best suited to be solve by other methods. This would be a homework assignment, therefore some students might be inadvertently excluded from the discussion. I would make allowances for these students by giving them access to the schools technology resources.
 * Wiki**

Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students:
 * Technology Standards**
 * **Communication and Collaboration** ||
 * a. || interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media. ||
 * b. || communicate information and ideas effectively to multiple audiences using a variety of media and formats. ||
 * c. || develop cultural understanding and global awareness by engaging with learners of other cultures. ||
 * d. || contribute to project teams to produce original works or solve problems. ||  ||


 * Facilitate and Inspire Student Learning and Creativity**

Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers:


 * a. || promote, support, and model creative and innovative thinking and inventiveness. ||
 * b. || engage students in exploring real-world issues and solving authentic problems using digital tools and resources. ||
 * c. || promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. ||
 * d. || model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments. ||

June 16, 2009

//**Microsoft Publisher & Microsoft Excel**// In my unit on percents I could see my students using Microsoft Publisher and Microsoft Excel. Each student would create a price list for items they have in a store they own using Microsoft Excel. They would use Publisher to create a flyer advertising items on sale by showing the percent discount. Students will exchange flyer and price list and provide an order sheet made in Excel for the person to order items off their price list. Each student would then calculate the cost of the items they ordered making sure to take into account the discount. Students will return their order sheets to have them checked by the “store owner” My role as the teacher would be to model how to use Microsoft Excel and Microsoft Publisher (if this hasn’t been done already). We will discuss as a class how discount affects the price of an item. A computer lab is available for use upon a first come first served basis and would be reserved for this activity.


 * Technology Standards**


 * **Creativity and Innovation** ||

Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students:
 * a. || apply existing knowledge to generate new ideas, products, or processes. ||
 * b. || create original works as a means of personal or group expression. ||
 * c. || use models and simulations to explore complex systems and issues. ||
 * d. || identify trends and forecast possibilities. ||  ||


 * Facilitate and Inspire Student Learning and Creativity**

Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers:
 * a. || promote, support, and model creative and innovative thinking and inventiveness. ||
 * b. || engage students in exploring real-world issues and solving authentic problems using digital tools and resources. ||
 * c. || promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. ||
 * d. || model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments. ||