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Showing posts from March, 2018

3/22/18 matt newberry blog on video games

Technology in the classroom has been expanded and viewed in so many different ways this semester. For some reason, I completely forgot about the video game aspect of technology and how it can influence learning in the classroom. After viewing the chart of integrating games, it occurred to me how much you can do with video games in a classroom and what it can bring to the students. Developing role playing for students really helps them get involved in the classroom and makes them feel important to the central role of lesson. It also helps the knowledge they’re acquiring stick around for the long haul. The fact that you can create games with your students really helps get their creativity going. Retelling a story is a good way to strengthen students’ memory and get a better grasp on the lesson. Oregon Trail was always a game around when I was younger. The fact this game actually gets students involved in tough decision making, educates them in different aspects of geography, and ...

3/8/18 Blog post Chapter 4 TLNT

Integrating Technology and Making Change The biggest thing that technology provides is the interaction of classmates and teachers. Creating interactive lessons for students really helps engage them in the class and can help bring out shy students who have issues with participation. Using technology as a reward or punishment is a huge asset for a teacher dealing with behavioral issues in a classroom. Taking away the use of technology can be used as a means of controlling the classroom and also used as an incentive in rewarding the classroom for good behavior. Change is always good for students and technology really brings that out in learners. Technology helps students become better researchers, designers, and more open to new ways of thinking. Change helps students get pushed to new limits and motivates them to work harder and think critically in new ways.

February 15th Reflection and digital Citizenship Link

https://create.piktochart.com/output/28680126-new-piktochart Digital Citizenship is an important aspect of learning how to act and react to the internet.  Students need to be educated on these aspects of the internet to ensure safety in multiple areas and understand professionalism on the internet. The 9 P's of digital citizenship are necessary technological areas that students need to learn. Password protection must be taught to students to ensure they have enough security and are protected. Apps and programs can help secure password strength.  Private information should not be located in  public areas. Students need to know to protect their address, phone number, and email address. When it comes to Photographs, students need to know what is appropriate to post and that photos can be saved to the internet forever. Students need to know how to properly use other people's property by citing what is copyrighted and not stealing other people's work. Students need ...

3/1/18 Matt Newberry

Chapter 5 Nurturing young innovators: Makerspaces I feel that the main objective in this chapter is for kids to be innovative designers in both the classroom and their homes. I think that makerspaces are important for our students, especially at home because of the effects parents have on their children. Building robots is an important tool for students to experience the technology portion of STEM. I was very inspired by the creativity that the cardboard challenge brought to the students. A step by step instruction guide to build whatever students are interested is a great way to teach, motivate, and inspire. Tasks Before Apps Chapter 3 One idea that I thought is really important is teachers creating surveys for their students. Sites such as, GoogleForms and Kahoot really help motivate and inspire students' to search for what they are interested in. It also gives the teachers a good sense of what their students' interests are, which contributes to a good student-teacher...