Thursday 4 July 2013

Digital Safety Reflection


     With the advancement of computer technology, we reap the rewards it gives, yet we sow the negatives that comes with it. Safety has taken a different meaning because our own information can be used against us. Digital safety has become an integral part of our lives due to computers being available to everyone. For this project, we did “Cyberbullying” and it was quite a learning experience. As a teacher, I believe that cyberbullying must be stopped at all costs for it has proven itself to be dangerous to our youth.

     For our presentation tool we used joomag, originally we were to use prezi, but joomag seemed to be a better choice because we wanted to try something new. Joomag can function as an ebook and emagazine, so as a team we created the layout and incorporated our own ideas, such as the photo of Tumon in the background on our cover page. The website also allows us to embed videos and paste links that are within our topic such as twitter, facebook, and myspace.


     To divide the amount of work between members in our group, we tried to use wiggio, but for some reason it did not work out for us, there were plenty of problems such as lagging and audio delay. Google hangout seemed to have worked out for us, we were able to capture ourselves in a still photo and apply emoticons while we communicated via webcam. We also revised our notes in google docs, because we wanted to organize the amount of work each of us will put in the project. Google hangout, overall, is a great tool for group meetings because files are easily shared via google docs, and getting connected was not as tedious like wiggio.

     The topic I covered was cyberbullying via social networks, emails, and blogs. One thing that stood out to me was Amanda Bynes, for she is the latest cyberbully who is open to the public about who she is currently bullying. Also, as for the unfortunate side of bullying, I learned of two specific victims that were greatly affected, leading them to suicide. Megan Meier and Joshua Unsworth are both examples of how cyberbullying can pose a dangerous effect on our youth today. School administrators have extended their helping hands through commemorating bullying awareness, but this does not expel any of its effects. As stated by Stauffer et. al (2012), they perceived school-wide anti-bully assemblies and classroom anti-bully lessons as being somewhat less helpful than other strategies, perhaps indicating a belief that students should be warned about increased consequences by parents and not by school teachers and administrators.

     As a teacher, I firmly believe it begins at home, parents should be guiding their child when it comes social interaction with friends in the digital world. Doing this presentation has provoked me to help and bring more awareness to this type of bullying, because it is a silent killer that brings emotional burden.

     Overall, this project is a great experience for me as a teacher, because I can use this as a tool to bring awareness of this digital epidemic that is making our students turn against one another.


Amistad E., Lauder D., Paulino, C. (2013) Cyberbullying. Educational Technology, 1, 1-18. Retrieved from http://www.joomag.com/magazine/cyberbullying-v1/0596272001371610503

Amanda Bynes. Retrieved from www.twitter.com/AmandaBynes

Megan Meier. Retrieved from www.meganmeierfoundation.org


Stauffer, S., Heath, M., Coyne, S., & Ferrin, S. (2012). High School Teachers' Perceptions of Cyberbullying Prevention and Intervention Strategies. Psychology In The Schools, 49(4), 352-367.

Tuesday 18 June 2013

Online Educational Games


Reflection

For the online educational game, we chose  Ice Ice Maybe, a game that teaches the player to estimate mathematical equations. The objective of the game consists of bringing the penguins on the other of the ocean by building an iceberg, which they will use to bounce on, in order to get to the other side. The iceberg is built through estimating the correct answer, using the pointer.

Creating the rubric became a challenge for the group when the concept of creativity was brought up. The factor that made it challenging is, when one of us asked, “How is creativity measured?” which followed by a statement that creativity is a perspective that every person has, parallel to the saying, “Beauty is in the eye of the beholder”  Yet in the end, we all agreed that creativity should be included in the rubric because it implies whether an online educational game is unique or not.

Since my content area is music, I am not able to apply the mathematical aspect of this game. However, it is possible to apply the game’s format if it was in the concept of ear training. For example, using the pointer to make an iceberg, instead of calculating, the student will listen carefully to the given rhythm and will point to the correct time signature, thus making an iceberg in time for the penguins to bounce on.

As stated by Hong et. Al (2012), when children are interested in activities which offer suitable challenges that correspond to their competences, focus their attention, or enjoy their engagements, their interest in the activity will increase, and they tend to learn better than those individuals who do not have such interests. This game holds a lot of interests in terms of fun, the animation itself takes away that feeling of pressure from a classroom, but to just play the game. I believe that this game can keep a student engaged with Math without them even realizing it. I have observed in my job site, in multiple occasions, that students are more engaged when the interests, that is within their age level, are present in the lesson.

In conclusion, I agree with the use of online educational games and would potentially use it in my lesson planning, as an additional assessment or alternative and it can be included as a daily log in or evidence of independent practice. This assignment has allowed me to realize as a teacher that I should incorporate more technology in my lesson planning and also this is a perfect example of standard 2C and 2E in NETS*T, which covers accuracy and suitability, as well as setting the learning environment in the classroom. Online educational games, such as Ice Ice Maybe, is a good way to keep students engaged in learning, while keeping the aspect of fun along with learning. 

Ice Ice Maybe. Retrieved from http://www.mangahigh.com/en/games/iceicemaybe

Hong, J., Hwang, M., Hsu, T., & Chen, Y. (2012). The Relations between Students' Anxiety and Interest in Playing an Online Game. Turkish Online Journal Of Educational Technology - TOJET, 11(2), 255-263.

Enabling Dreams; Building doors of opportunity for students with special needs.

Source:http://www.edutopia.org/assistive-technology-class-school-participation

In today’s society, we are seeing more and more opportunities for disabled students to participate in the mainstream classrooms. Assistive/Adaptive technology (AAT) that are incorporated in the lesson plans, enables the dreams of students with special needs. The technologies created today allows modifications in the lesson plans, most especially, accommodations. 

 As I have witnessed in the video Enabling Dreams (Curtis, 2005), the teachers modified their lessons in a way that prompts the students to choose between the right and wrong answer using the designated technologies according to their disability. For example, a student that uses his eyebrow muscles to answer questions. In today’s lesson plans, most teachers depend on the document cameras and the smart board. However, not all teachers have access to these said technologies due to lack of funding and limited resources. Thus, if AAT existed here on our island, there will be many special education students participating in mainstream classes and extracurricular activities. 

 According to Li Zhou et.al (2012), assistive technology helps students with disabilities develop literacy and numeracy skills, enables them to meet the objectives of the Individualized Education Program, improve course grades, and increase scores on standardized tests. With this concept, as an aspiring fully certified educator, modifications must be given an in-depth look on how SPED students can participate. One example would be if there is a deaf student who is in a choir class, yet able do sign language in a rhythmic motion, with the aid of lights that has the same pulse as a metronome. In that way, not only the student is part of the performance but also learning the concept the rhythm. 

 Overall, assistive technology offers the opportunity for disabled students to build their own door, in other words, assistive technology is the bridge to a better education and improvement for students with disabilities. Educators must include the participation of special students in their lesson plans because it portrays equal opportunities in education, provides an exposure to learning with mainstream students, and as well as socializing with their peers. 

 Zhou, L., Ajuwon, P. M., Smith, D. W., Griffin-Shirley, N., Parker, A. T., & Okungu, P. (2012). Assistive Technology Competencies for Teachers of Students with Visual Impairments: A National Study. Journal Of Visual Impairment & Blindness, 106(10), 656-665. 

 Curtis, D. (2005, February 5). Assistive-Technology: Enabling Dreams. Edutopia. Retrieved June 18, 2013. from http://www.edutopia.org/assistive-technology-enabling-dreams-video