Monday, January 21, 2019

BYOD: Bring Your Own Device

What is BYOD?

BYOD is an acronym that means Bring Your Own Device. It is a practice in which
students and educators are allowed to bring their own digital devices
for use on the school campus to complete academic tasks.




Pros Vs. Cons Implementing BYOD
The following statements are the pros to implementing BYOD:
  1. Students are able to complete tasks with efficiency
because they are familiar with their own device.
  1. It saves the school money in purchasing digital
devices for the entire student body, not to mention
students update digital technology more often than
the technology budget allows.
  1. BYOD promotes student responsibility in regards to
bring necessary materials to class, and taking care of
the device reducing the likelihood of vandalism or repairs.

The following statements are the cons to implementing BYOD:
  1. School campus wireless network may be inadequate
in providing connectivity for all the devices on campus
limiting academic productivity.
  1. Digital devices can cause an unintentional segregation
amongst students based upon socioeconomic status.
Student will be divided three ways. Those who have current
devices, out of date devices, and those must borrow because
they have no personal devices.
  1. Parents may prohibit their student from bring their own
device to decrease the likelihood of their students' device
being damaged, stolen, switched, or lost.

My Classroom BYOD

I embrace the concept of BYOD in my classroom.
However MPS and the students that I educate
function on a limited budget.
My school

has the highest elementary population that live in
poverty out of the K-5 schools within our district.
I surveyed my students, 5 out of 18 students within
my classroom shared that they have tablets at
home. I would utilize BYOD during English Language
Arts Block and Response to Instruction. Students will
have the option to borrow a Chromebook, or use their
device from home. Students will implement BYOD to
enhance their phonemic awareness, phonics, grammar,
writing, reading, and comprehension skills. During RTI
and small group the students are separated into three
groups turtles (intensive), penguins (strategic), and
elephants(benchmark). The center rotations would consist
of a listening center with a program that highlights
the words as they are read. Technology center that allows
students to use google docs or google slides to create
a publication of objects that have the initial or final sound
of the letters of the week. In the writing center, students will
respond to to a writing prompt from the teacher using
blogger. The final center is the teacher table where
students participate in a mini lesson that is related to the
content that is covered in whole group or a grade level
deficit. The before portion of the mini lesson would
be a YouTube phonics or phonemic awareness video.
The middle portion of the mini lesson would be a
powerpoint presentation that address Dibels NEXT
measures. The final portion of the mini lesson is a
Kahoot game or poll everywhere students can give
responses on what they have learned from the ELA lesson.
A similar approach will be taken with other academic subjects
as well as ELA.

Smartphones in BYOD Classroom

I approve of the BYOD smartphone in the classroom
because I agree that traditional teaching styles are less
effective in today’s digital society. District wide all students
have google accounts, so I would use student smartphones
for students to research information for projects. If I had permission
from my building leader implement BYOD within my classroom,
I would develop a system where students can check in and check out
their smartphone to prevent digital distractions and theft. This procedure
would allow students to borrow devices from the school Chromebook cart,
and allow students who choose to participate in the BYOD to use their device
within the classroom. The students would utilizes the digital devices to engage
in lesson activities such as Kahoot, QR code reader, poll everywhere,and show me.
These Apps lend themselves to the cycle of instruction that is required by my district.
They would also assist me in formative assessment and instructional decisions.

Students would use the show me app in math as an exit
slip to assess student understanding of math concepts.
Blogger would also be another app that I would have
students engage in using their smartphone to collect
video on academic progress they are making in a project
based learning assignment. Students will use their Blogger
account to post dialogue, photos, and video of their learning
experience.




Digital Equity in Title I Schools

Digital Equity in Title I schools is slowing granting
equity to parents and students that they serve. My
title one school has four Chromebook carts stocked
with classroom sets for grades first through fifth.
Parents have access to school technology within the
media center.Parents use the computer to enroll
students, pay utilities,parent surveys, and assist students
with homework.True digital equity will occur when
students are allowed to take digital devices home
to complete homework outside of the school setting.
My school has a long way to go before it achieves
a 1:1 digital program where students have access to
Technology at home and at school. Teachers can
create accounts with GoFundMe and DonorChoose.org
to generate funding to bridge the gap in gaining access
to digital devices. On a district level, the technology
department will need to revise the current cell phone
and technology use policy.Kindergarten is a grade
level that is frequently overlooked due to it not being
state mandated for students to attend; however,
Kindergarten provides the building blocks in
all subject areas necessary for success in all
grade levels. It would be wonderful for
Kindergarten teachers to have access to
A classroom set of tablets. I would use the tablet
along with a learning menu to teach more
lessons in a small group setting to increase
student learning. Currently, centers consist
of academic games that have manipulatives,
pencils, paper, and shared technology. Teachers
exert much energy in redirecting students
to remain on tasks while she leads a small
group of students. Students will absorb more
information and complete tasks more
efficiently because their work has purpose
and engages them in real life tasks.

Professional Development
The Bring Your Own Device program
will require professional development
in order to properly integrate technology
into the classroom setting. Instructional leaders
and technology coordinators should collect
feedback from educator to assess their staffs
level of confidence with using technology
within their classrooms.This includes training
staff on how to teach students the proper way
to care for and use their digital devices in the
classroom setting.  When an educators
personal interest are addressed within professional
development it encourages them to grow
with the technology that is present in their classroom.
The best way to address uncertainty is to
overcome fears in the setting of professional
development. Professional development
should be offered to build upon staffs technology
deficits and encourage growth in technology
areas educators utilize with confidence.

College Career Ready Students

It is important for students to know how to use digital
devices for activities other than entertainment. Montgomery
Public Schools vision and mission statement states that
the overall goal is to produce students that are college and
career ready upon college graduation. My school district
is attempting to meet the demand society has placed on
utilizing technology to communicate, collaborate, and
obtain information to complete tasks that they will
encounter within the workforce and higher education.
Bring Your Own Device into the classroom will prepare
Student in using digital devices to research information
from credible sources needed to create a research paper.
Students need the BYOD program so they may learn
cyber etiquette and how it should be applied within the
work force and in social settings. BYOD will assist students
With becoming fluent in using digital devices and performing
operations of all types in preparation for life after grade school.

Virtual Reality Vs. Augmented Reality

Virtual Reality
Virtual reality is a reality created by a computer program that alters the perception
of the users mind to believed they are in a desired location experiencing an event
in actual time. The experience is supported by sounds, smells, vibrations, and of course
visuals of the actual place. Virtual reality is best described as mental teleportation. The first virtual
reality technology the Sensorama was invented by Mort Heilig in 1962. In 1968, Ivan Sutherland
created another piece of virtual reality called the Sword of Damocles. Sutherlands device was
an improvement in comparison to the large seat structure created by Heilig. Sutherland’s device
was the first that was small and lightweight enough to fit on the users head making the experience
more intimate. Virtual reality is currently used in education, military, and the medical field.


Virtual and Augmented reality has the ability to shape the mind of young learners.




Augmented Reality
The term Augmented reality originated in 1990 by the researcher Thomas Corder.
Augmented reality is exactly what the name says, a reality in actual time that has virtual
objects added into the users environment that allows them to interact. For example, A biology
class participates in the dissection of frogs.  The full experience with the lab could be supported
by an Augmented reality dissection program. The user will still get the experience of dissecting
the frog without actually feeling responsible for the short life span of the frog. Augmented reality
is also known as mixed reality due to the virtual and actual reality being combined at the same
time without the tricking the brain during the experience. Augmented reality is currently used in
medicine, military, tourism, and education.


Virtual Vs. Augmented Reality


Wednesday, January 16, 2019

Gaming in the Classroom


If I create a came for the classroom....

Gaming in the classroom rewards the brain in seven different ways.
I use gaming in the classroom for summative assessment, formative assessment,
teach academic concepts, and behavior points. If I were to create a game for the
classroom, it would be a learning menu app.The app will allow students to create
a customizable avatar that allows them to measure their progress as the
complete short term and long terms goals in academic subjects. when students achieve
goals immediate feedback is given through points. When the student accumulates enough
points a badge will be printed to display in the classroom. The uncertainty of the kind of badge
and additional award recognition will motivate the students to engage fully in their completion
of classwork. The rewards and feedback given throughout the task will boost student confidence
in their ability to complete academic goals. The app will boost student memory due to the
dopamine released as they guide their own learning and complete their learning menu.


How I use all 7 rewards in the classroom....

I currently use all seven rewards within my classroom.
I use an incentive system called Classdojo which allows students to gain points in exchange
for rewards. Students are assigned a class dojo monster that they can personalize themselves.
The monster allows the students to gain points, track progress, and set behavioral goals. Here is how
I apply the seven rewards into my classroom, The first reward of measuring progress can be used in
all academic content areas. The second reward of setting multiple long and short term goals can
also be used in all academic areas including behavioral and attendance goals that impact the climate
of the school building. The third reward is rewarding student effort towards completing a goal.
Progress monitoring occurs weekly and students receive incentives for progress that is made towards
their goal. The fourth reward of giving feedback lends itself to all academic areas, formative assessments,
student led conferences, parent conferences, and progress monitoring. The fifth reward of uncertainty
stirs up the anticipation and motivation for students to meet goals that are set for standardized assessments.
The sixth and seventh reward of memory and confidence assist students in learning academic content.
Learning targets are established at the beginning of the lesson. I use Kahoot as a review game
to engage student in the content of the lesson. I never consider that dopamine is being released
from their brains causing the to learn academic materials as they problem solve as a team to come
up with answers. All seven rewards are used within my classroom daily. Grade level competition
board have been erected in the hallway and each student has a secret number that marks their progress
during the school year. Grade level and classroom celebrations are conducted for all student progress.

7 Ways to Reward the Brain

The first reward is measuring progress
The second reward is setting multiple long and short term goals.
The third reward is rewarding student effort towards completing a goal.
The fourth reward is to give feedback.
The fifth reward is uncertainty .
The sixth reward is memory.
The seventh reward is confidence.


Monday, January 14, 2019

The Journey Begins!

1.14.19
Today I created a blog for INST 6223: Current and Emergent Instructional Technologies.

Introduction Video