We then checked out http://www.sketchswap.com/. This is an entertaining albeit risky exercise, as you have no control over what picture is returned to you from the websites server. It works in the following way: You draw a pic and submit, then another one comes from the server. This is an example of the drawing given back to me:
Tuesday, October 19, 2010
Week 5 - funky websites!
We then checked out http://www.sketchswap.com/. This is an entertaining albeit risky exercise, as you have no control over what picture is returned to you from the websites server. It works in the following way: You draw a pic and submit, then another one comes from the server. This is an example of the drawing given back to me:
Tuesday, August 17, 2010
Week 4 Dust Echoes and Inspiration
We played one of the videos of the stories, and then captured images that told part of the story. We copied these images into Inspiration (via Paint), and in this way we were able to retell the story. This static visual representation of the story forced the reteller to rank which pictures were truly relevant to the story. In this way a teacher could ask the students to retell the story in 20 pictures, then 10, then 5. This was a good exercise in higher order thinking, and yet another way that ICT skills could be incorporated into learning and teaching, making lessons dynamic and engaging. I will definitely be using this in teaching.
We then explored the concepts of graphs, using M&M's. Students sort the M&M's in a packet into their various colours, and collate the results in Microsoft EXCEL. These data can then be used to create graphs. At this stage of development, the graphs can be vivid and colourful, even 3D, with pictures attached. The activity is a fun and engaging way to introduce EXCEL. The next time they use the program they can graph other things, like hair, eye colour, ages etc.
This exercise can then be used to explain what is the real purpose of graphs; they can be used to gleam lots of information. For instance, we can ask "why are there so many brown M&M's"? We can then go on to form an hypothesis: Brown M&M's are cheaper to make than colourful ones". We can then test this hypothesis by running an experiment. This leads us to the concept of the usefulness of experiments and concepts of economics. We can also use the exercise as an engaging way to learn about factories, health issues, history of sweets, pros and cons of sugar, where sugar comes from, the importance of the farming industry, ecological effects of farming, etc etc etc etc etc!!!!
Graphs in primary schools can be colourful and engaging; a good introduction to the plainer look of graphs in later study.
Wednesday, August 11, 2010
Week 3 Design Briefs and QUIA website (games, activities and quiz creation)
This week we were introduced to the concept of design briefs. It was an interesting process, as it was not only fun and engaging, it also had the potential to be used as a higher order thinking exercise. This last part was important; without it it became simply a diversion.
We were encouraged to use a cyclical process of whereby we investigated, designed, produced, analysed and evaluated a design. It was cyclical in that the evaluation stage could lead to further investigation, and the process would repeat, until a successful product was produced. Such a process indeed did employ higher order thinking; we were not asked to simply recreate someone else's product, thereby employing some fine motor skills, but by being asked to design and then critically evaluate our design, meant we needed to think about alternatives and solutions.
The design we were asked to come up with was how to make a 'frog' jump. We were given some materials (a picture of a frog, a piece of cardboard, some sticky tape, and a rubber band). We had to use all of the materials; none could be left out.
The cyclical process lead us to make improvements. Reflecting on the rest of the classes work also opened new possibilities.
Design Briefs can be an introduction to science, which is critical if we are going to develop our primary school students into potential future scientists!
See the attached Design Brief, and the resultant video of our frog jumping!
Part 2 - QUIA website
With the QUIA website we were introduced to a particularly useful resource, one that allowed us to produce quizzes, activites and engaging games for the students to access via the computer.
I had never imagined that this sort of stuff was available to us! It was so easy to produce a quiz, and it was a highly engaging learning process for the teacher as well; producing a quiz or a game meant we needed to really think about the subject matter.
The QUIA website was easy to access; it required subscription, but allowed a 30 day free trial. This is something I would be happy to pay for as a teacher; I would then be able to keep the resources I had acquired rather than lose them every 30 days!
We created a user name and password, and then were able to create quizzes, activities and games. This is an example of a quiz I produced on snakes:
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Anyone can then do the quiz.
We then created a new activity – hangman. This can be adapted in case there are some students who are sensitive to hangman.
http://www.quia.com/hm/668205.html - link to hangman
http://www.quia.com/ba/410304.html - link to battleship
This is just one example of a site that produces games and activities. There are apparently many more, however, this one seems as good as any, so I think I'll use it in future.
Tuesday, August 3, 2010
Week 2 Microsoft Publisher
Tuesday, July 27, 2010
Week 1 Inspiration
Today we were introduced to the concept of Inspiration, a thinking tools program that enables the user to develop mind maps and concept maps.
After a brief introduction on the mechanics of the software, we were encouraged to 'play' with it, to explore its uses and boundaries.
I feel that both the mind maps and concept maps are very useful educational tools, for both teachers and students, and ones that I will definitely make an effort to benefit from during my teaching days.