There are some advantages to the students using Google Docs and researching online such as the ability to store everything online and thereby work on a writing project from any computer with Internet access (classroom, library, home) without having to carry papers or a thumb drive. Multiple teachers (classroom, librarian, etc.) can have simultaneous access and leave comments that enable formative assessment. Students can easily change a document without "starting over." They can collaborate with other students and use tools such as Google translate or voice typing.
*See attribution below |
How do I know when to use the technology or not use it?
If I think about using technology, I must consider the SAMR model and ask some questions: Is the technology only substituting for traditional tools? Will using the technology improve functionality and design? Will it facilitate publishing to an authentic audience?
Can looking at the data and analytics improve student learning?
While the learning goals should remain the same for all students, looking at the data and analytics can help tailor the learning process and outcome for individual students.
via Deester @Pixaby |
How do you keep in mind the academic goals when choosing an app or website to use with your students?
According to the Understanding by Design framework, I should have the learning goals firmly in mind first and foremost. Then I can brainstorm the best ways to teach the content as well as show and assess student learning.
How do you feel students learn best? Does it include technology?
I believe that students learn best when they use multiple ways to engage in content - by hearing, seeing, touching, moving, singing, discussing, writing, gaming, etc. Technology can sometimes enable those forms of learning (e.g., gaming (Quizlet), discussing (Skype), moving, singing, seeing, hearing (Flocabulary), etc.).
I believe that students learn best when they use multiple ways to engage in content - by hearing, seeing, touching, moving, singing, discussing, writing, gaming, etc. Technology can sometimes enable those forms of learning (e.g., gaming (Quizlet), discussing (Skype), moving, singing, seeing, hearing (Flocabulary), etc.).