Sunday, November 28, 2010

Social Networks and Gaming - Teens and Tech

Just in case you had any doubt, teens today seem to be immersed in technology and spend a lot of time online or texting on their phones.  The Pew Internet and American Life Project offers some startling statistics about social media usage in the US. In 2009, 73% of online American teens used social networks, mostly commenting on the pictures or walls of their friends. A smaller amount (11%) of 12-13 year olds participate in online virtual worlds like Second Life, but once they hit 14 years old, that number declines to 7%, and I'd assume that the change indicates that teens from age 14 and up start spending more time on social networks like MySpace or Facebook instead of Second Life.

Adults are spending more time on social networks too, which isn't surprising. My mom's generation seems to be really getting into Facebook and spending a lot of time on it. I personally see Facebook as a time drainer. Whenever I go on there, somehow the minutes slip away and I feel like I've accomplished nothing but looking at the comments or posts of people that I'm really not that close with or somehow ended up looking at pictures of people that I don't know that well. It's very strange, but its so easy to find yourself doing it. I find that after I've been on Facebook, I often feel like I've just wasted my time on something pointless. Yet, knowing that, I still go on it a few times a week. I can only imagine that teens are spending way more time on Facebook than I am, and the addictive quality of the social network is probably an even bigger drain on their time than mine! 

I think the heavy social network usage of teens points to a huge interest in knowing what friends are doing, in reading short snippets of info versus long blog posts, and an affinity for visually stimulating information in the form of looking through friend's pictures. I personally know how addictive it is, and I'm pretty sure that teens are spending way more time on Facebook than on their homework. If teens are spending lots of time online and prefer this form of communication, then blogging and discussion posts could be a natural way to bring some of this interest into the classroom and homework assignments. 

I also read two articles about "gaming" and it's possible implications for education. I never really considered myself much of a "gamer."  We didn't have a video game system growing up, but I had plenty of my friends who did, and who were mostly boys playing games like "Golden Eye" and "Mario Kart." I never really got into it and I still don't consider myself much of a gamer. My husband and I actually have a Nintendo Wii and a PS3, but I'll only play if it's in a social situation where we have friends over and they are interested in playing. I have a few games installed on my phone, which I play from time to time.  

In his article, "Good Video Games and Good Learning," James Paul Gee explains the learning principles that are occurring when people are playing video games. He claims that people are learning about problem solving, risk taking, getting instant feedback, and working through challenges, along with many other things. While reading this, I found myself thinking, "okay..I guess I can see that..." but I really think the design of the game, the "learned content," and whether or not the skills one is learning through the game are truly important would greatly impact whether or not I think that video games are useful in education. 

Julia Kara-Soteriou's article "Video Games for the Disengaged (not only) Students" reviewed some popular video games and explained how people are learning when they play them. She made some solid points, but I still wonder if what she is saying that "kids are learning" when playing these games is really as significant as how she presents it. I'm sure that kids are learning these things, but I don't know that the skills she alludes to are really the focus of the game. I do agree with the point, though, that video games have the ability to grab students, so if there's a way to really use them effectively, I'm sure that they could be a wonderful compliment to instruction.

I have "Angry Birds" installed on my phone. I have spent quite a bit of time playing this game over the last few weeks, and I often think of this time as being wasted after I've played for too long! It's quite addictive and I enjoy the challenge that the game presents. Now, I could make the argument that I'm learning about trajectory and physics, while planning the angle and velocity at which to hurl the birds out of the catapult at the various structures, but I honestly think I'm working more with trial and error. Even if I am using the laws of physics, I can't really explain them to you, I just know that it works better to launch your bird in a certain way in a certain situation. I'm not convinced that "Angry Birds" should be pawned off as "educational" even though technically I'm learning.

I see my 9 and 10 year old students talking about Pokemon and the other games they play on their Nintendo DS systems. Yes, I think they've learned a lot of skills in that game, but whether or not those skills transfer to something useful in real life has yet to be determined. 

I found this video game that teaches multiplication skills last year called Timez Attack and I think its awesome. It is different from most flash-based math facts games because it actually builds on your understanding and works towards mastery, rather than just blasting you with random math facts without any rhyme or reason behind which ones you are asked to answer. It keeps track of your progress and uses spaced-intervals to review your math facts to make sure you are working towards mastery. This is really something I'd recommend if you're looking to use video games to help kids learn. Timez Attack is also very visually stimulating and looks like a real video game. However, multiplication facts are a very rote process. I'd be very interested to see some video games that people think are teaching higher level skills that kids need. 

Kids love video games. I'm all for using them to help them learn if they REALLY are learning what we want them to learn. It's true that they learn problem solving and are pushing themselves through challenges. They can allow kids to work on their individual level and not be constrained to whole-class teaching. However, I think as teachers we really have to evaluate the games we would use to see if kids are really learning what we think they are learning. Hopefully the video game makers will take this cue and start making some high-quality educational games! 

Tuesday, November 9, 2010

SMART Exchange

During our most recent superintendent's conference day, our district took part in a number of teacher-led "workshops" focusing around RTI and technology. I was lucky enough to be able to attend a SMARTboard workshop, taught by our science teacher (one of three teachers in the elementary school who has a SMARTboard in her room).

She gave us a fabulous tutorial, which left us all basically drooling for a SMARTboard. However, the reality is that we only have SMARTboards in the science room, computer lab, and library. Our principal recognizes that many teachers have an interest in utilizing this great resource, however, it just hasn't been in the budget yet! So in the meantime, we are going to start implementing a "sign up" system for anyone who wants to use the SMARTboard, during the free periods in those rooms (unfortunately, there aren't many free periods!).  

While browsing through SMART Exchange, a website where teachers can exchange SMART notebook lessons, I found tons of ideas for what I'm teaching in 4th grade! Its so incredible and useful to be able to share lessons so easily with other educators.

I came across a great lesson about the "Parts of Speech" (submitted by Erin Cole) which we just did in my 4th grade reading and writing workshop. I was blown away by this lesson and it really highlighted how powerful a SMARTboard can be in a classroom. In an attempt to create "interactive" lessons (without a SMARTboard), I've probably spent hours writing on sentence strips and chart paper - taping, coloring, laminating, etc. But to be able to download this lesson, and tweak it to make it my own, is just incredible to me! Even if I had created this lesson in SMARTnotebook from scratch, I'm sure I would've saved tons of time! 

But even more importantly, this lesson truly engages students! I love how the students can click on a button to reveal the definition of the different parts of speech. On top of that, the many "word sorts" really help students see examples and build an understanding of the types of words we are talking about. Then, when students are asked to apply their knowledge, they can drag a "star" above the nouns in the sentence, underline the verbs, place checks above the adjectives, etc., This makes the teaching point very clear for students! The creator even included a little "hint" button on the side of some of the pages to re-define the type of word, in case students got stuck, which I thought really would help to support kids who struggle. 

Finally, the inclusion of a Sentio quiz (where each student has a hand-held interactive response keyboard), helps the teacher assess student understanding and allows for participation from all kids, which is essential. We don't have a Sentio system at school, but my friends have told me about them and they sound really cool and useful. It's funny, because they remind me of those little hand-held things that the audience used at the end of "America's Funniest Home Videos" when they were voting for their favorite video in the final round! 

So, I'm loving playing around with SMART notebook and SMART exchange, but I'm still kind of bummed that I don't have a IWB in my classroom! I think it will be nice to use the one I can "sign up for" every once in a while, but I don't think I'm really going to be able to realize the full potential of this tool until I have one in my classroom and can really play around with it. I'm hoping that day comes sooner than later!

Tuesday, November 2, 2010

Open Source Software for the Classroom

Thea idea of open source software is awesome. It's free to use - you can customize it to suit your needs - and it was probably built in a collaborative environment. When it comes to schools with tight budgets, it makes sense to scour the web to find some open source options that might suit your needs.

I've known about OpenOffice.org for a while, as my husband never wanted to spend money on buying a license for Microsoft Office on his computers. I, on the other hand, always opted to get the license because I wanted full functionality of all of the MS Office programs for my grad school work and for teaching. Open Office has come a long way, and it can really do most of the things that MS office does- but it's free! It might make sense to use something like this in an Elementary setting, because right now, the students are barely cracking the surface of what is possible to do in MS office. Open Office could really suit their needs and save money for other technology resources. However, teachers may miss some of the functionality of MS office if they didn't have access to it.

I was trying to find a different open source application to review, other than OpenOffice, but I have to say that I wasn't that impressed with what I saw.  TuxTyping is a free, downloadable typing software program that you could use in schools or in students' homes. The arcade-style background music was a bit of a turn-off at first! This basic program isn't too bad, and let's kids practice typing skills in a game-format, where they have to type the letter before various things happen, like the penguin is trying to catch the fish in  his mouth before they fall to the ground.

I wasn't a huge fan of TuxTyping though, and I'll tell you why. It doesn't TEACH the kids how to type, it merely presents letters in random order, or words by category, like animals, or colors, etc. Kids need typing programs to teach them how to type - starting with the home row, and building off of that, there should be a sequential path of introducing letters and integrating ones already learned, rather than randomness. I've found DanceMat Typing, to be a much better free alternative, though not open source, in that it builds from the home row keys and is a bit more interactive and fun.

I'm sure there are a lot of other great open source programs/software out there, but I wasn't too impressed with Tux Typing!