What do you make?

When someone asks, "What do you make?" Kindly respond, "I make a difference.

Friday, September 16, 2011

Benderconverter








This is amazing. There are so many times I would like to use a  video to demonstrate something in my classroom but our server blocks continued...)

I chose a "How to" video on "How to convert  you tube videos to mp3." (Well, it was a great way to complete the lesson and learn "how to" at the same time.) Follow link if you would like:

In order to complete this assignment, I searched for a video to convert to mp3 and downloaded it so I could access it directly from my computer. Although that in and of itself should have made the process simple, nothing about this process was simple for me, at least. Basically I tried it a million times but I kept eliminating ONE step. Finally, after much trial and error, I DID IT!  
 I chose this video because it went along with an assignment we were doing in reading. 
This activity and/or process is a great way to integrate technology into every content area. Although I wouldn't advocate my third grade student go on You tube and download videos due to the accessibility of inappropriate content for their age. I do see how it would be a great tool for teachers and perhaps high school students. I use United Streaming videos in my classroom as a way to inform students on a wide variety of topics but there are some things, especially in the "how to" area that are not available through US.

Some of the technology content standards that Ifeel this assignment would cover are as follows:

 *Engaging students in solving real problems using digital tools and resources.
 *Design relevant learning experiences that incorporate digital tools and resources to promote   student learning and creativity
 *Customize and personalize learning activities to address students’ diverse learning styles,
*Demonstrate fluency in technology systems and the transfer  that  knowledge to new  situations
*Model and facilitate effective use of current and emerging digital tools  and resources to support research and learning
* Advocate, model, and teach safe, legal, and ethical use of digital information and technology, including respect for copyright and the appropriate documentation of sources
* Promote and model digital etiquette and responsible social interactions related to the use of technology and information

*Exhibit leadership by demonstrating a vision of technology infusion, participating in shared decision making and community
building, and developing the leadership and technology skills of others
Copyright © 2008, ISTE (International Society for Technology in Education), 1.800.336.5191 (U.S. & Canada) or 1.541.302.3777 (Int’l), iste@iste.org, www.iste.org. All rights reserved.






Tuesday, September 13, 2011

jing Screencast: How to plant a tree.

http://screencast.com/t/1Wugk8oE

I am not really sure if this is what the assignment was asking for but I made a "how to" video with instructions on how to plant a tree. I was able to enter it into my blog and view it so hopefully it is correct.
This was a really interesting activity and I can see myself actually using it with my class. I did get somewhat frustrated when I couldn't get it to save. Finally I figured it out, but then I couldn't find it. In the end, I had to retrace my steps then follow all of the directions to get the embed code.

This would be a great tool to use at any grade level for any level of difficulty as well as for personal use. The possibilities are endless. One of the objectives in our Writing curriculum is to write a "how to" description of something the students know how to do from making a peanut butter and jelly sandwich to tying their shoes. This would be a fun way to incorporate technology into their writing.

I believe this assignment meets all NETS standards but I will list the most pertinent.

1. Facilitate and Inspire Student Learning and Creativity
 a. models creative thinking
 c. promotes student  using collaborative tools to clarify understanding 
 d. models collaborative knowledge by engaging in virtual environments
2. Design and Develop Digital-Age Learning Experiences and Assessments
a. design relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity and assess their own progress.
b. develop technology-enriched learning environments that enable all students to pursue their individual curiosities, set  their own educational goals, manage their own learning
 c. customize and personalize learning activities to address students’ diverse learning styles,
3. Model Digital-Age Work and Learning
a. demonstrate fluency in technology systems and the transfer  that  knowledge to new situations
d. model and facilitate effective use of current and emerging digital tools  and resources to support research and learning
4. Promote and Model Digital Citizenship and Responsibility
a. advocate, model, and teach safe, legal, and ethical use of digital information and technology, including respect for copyright and the appropriate documentation of sources
b. address the diverse needs of all learners by using learner-centered strategies and providing equitable access to appropriate digital tools and resources
c. promote and model digital etiquette and responsible social interactions related to the use of technology and information
d. contribute to the effectiveness, vitality, and self-renewal of the teaching profession and of their school and community

Copyright © 2008, ISTE (International Society for Technology in Education), 1.800.336.5191 (U.S. & Canada) or 1.541.302.3777 (Int’l), iste@iste.org, www.iste.org. All rights reserved.

Tuesday, September 6, 2011

Jeopardy

Creating Jepopardy,a game to review math concepts was the object of our lesson. Using Math games as an instructional tool is a great way to incorporate technology standards into/across the math curriculum. To create the Jeopardy game, I selected recently covered concepts and created a series topics along with questions and answers  to fall under each. For example, one topic included  math vocabulary. One question I selected was "What is the average called in a set of data?"  For 300 points- The answer is the Mean.
This is a great way to review for a test either in small group or whole group instruction. It could  also be used as a station activity or center.
NETS:
1. Facilitate and Inspire Student Learning and Creativity
a. model creative and innovative thinking
2. Design and Develop Digital-Age Learning Experiences and Assessments
a. design relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity

The link to play Math Mania is....
http://jeopardylabs.com/play/math-mania46

Thursday, September 1, 2011

Wordle: Sojourner Truth


Word Cloud, or Wordle, is a program that allows the user to create a word/picture design. It uses a variety of text subjects and arranges the words in several different fonts, colors, and shapes.
At first I was very frustrated-again-at trying to teach myself because I kept running into a wall. Finally it worked and I was so excited that I created a couple just for fun.
Because I had difficulty retrieving the image, I ended up using the snipping tool to save it. I'm not sure if that is permissabe, but it worked!
Wordle would be a great resource for students to use by using text from different stories, holidays, and lists of words to create a unique design with words.
This is an excellent activity for incorporating technology into the content areas. For example, since Social Studies is now  project-based  according to the new technology standards, the students could use the site/ program a just one part of their project or book report. I chose a speech by Sojourner Truth, a woman who spoke out on equal rights as my sample speech.
NETS:
2. Design and Develop Digital-Age Learning Experiences and Assessments
a. design 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, set  their own educational goals, manage their own learning