Monday, March 31, 2014

What Type of Gamer are you?

Your BrainHex Class is Mastermind.
Your BrainHex Class Your BrainHex Sub-Class is Mastermind-Seeker.
You like solving puzzles and devising strategies as well as finding strange and wonderful things or finding familiar things.
Each BrainHex Class also has an Exception, which describes what you dislike about playing games. Your Exceptions are:

» No Mercy: You rarely if ever care about hurting other players' feelings - mercy is for the weak!
» No Fear: You do not enjoy feeling afraid, preferring to feel safe or in control.
Learn more about your classes and exceptions at BrainHex.com.
Your scores for each of the classes in this test were as follows:

Mastermind: 18
Seeker: 16
Achiever: 12
Conqueror: 6
Daredevil: 4
Socialiser: 0
Survivor: -2

This was closely accurate.  It is accurate about "mercy is for the weak" and I don't mind about other players feelings.  Maybe that comes from several years of coaching.  When I play games, I tend to play with the crossword puzzles, jigsaw puzzles, card games, and other games that are more solitary.
iTunes Picks:
The first two are for using with science and the identification of rocks and minerals. Third graders can't seem to look at enough rocks and minerals and they are so eager to try to identify all of them. I keep telling them they are Junior Geologists.

https://itunes.apple.com/us/itunes-u/identification-of-rocks/id420665233?mt=10

https://itunes.apple.com/us/itunes-u/identification-of-minerals/id422055373?mt=10




MIT+K12 Videos have many interesting videos for Science and Math. "The Three Little Pigs" is one example where the story of the pigs is they are building their houses by a river and watch the wolf's house wash away. This is a great example of erosion.

https://itunes.apple.com/us/itunes-u/mit+k12-videos/id592750711?mt=10



Sunday, March 30, 2014

Top Ed Tech Picks

http://www.ecampusnews.com/technologies/our-readers-top-ed-tech-picks-for-2012/?
http://www.studyisland.com/

This is a web-based program that allows students to work at their own pace.  It is linked to Common Core and Standards Mastery for grades K-12 in each state.  Each student has an instructional learning path that does include games as an incentive to keep learning.  Students also receive blue ribbon rewards.  We use Reading Eggs and Education City in our school which is all part of the Edmentum products that are available.


http://www.mangahigh.com/en-us/

This website is from the United Kingdom and is full of K-12 math games.  The games are made for ages 7-16 (and me) and are linked to Common Core standards.  Lesson plans are available to extend each standard.  There are free games available and other packages for more differentiation instructions.
The premium package features include individual student analysis, adaptive study resources, full content access, individual student tasks, and progress reports.  I recommend the game "Flower Power" where you have to place the flowers in order from greatest on top to least on bottom.  It starts with simple fractions then adds in decimals.




SimpleK12 is a website for teachers that does offer some free resources if you are a member but if you become a paid member then you have almost unlimited resources available.  This is for teachers to share ideas, watch webinars for PD, locate lessons, find e-books, and learn about the newest technology available for the classroom.  




Tackk-Writing is Fun

https://tackk.com/nryl19


Project Noah

http://www.projectnoah.org/spottings/231006060


Evernote

Evernote is a great idea to organize lesson plans, e-mails, and collaboration projects. Student portfolios can be kept, updated, and follow the student through their student career. This could be a great way to share with parents and future teachers. Third graders can use this on their research projects. They can save website links, notes, pictures, and ideas into one project notebook. This way they can work on it at school and at home without having to keep up with paperwork. Currently my third graders are learning about rocks and minerals. We include erosion, water cycle, earthquakes, and the rock cycle. At the end the students will write about what they learned as their test. Evernote could be used to keep notes on as they work on different websites, videos, books, and projects. When they create their writing in Word, they can open Evernote to use their notes.

Lesson Plan on Evernote
https://www.evernote.com/shard/s272/sh/953163cc-6050-4adc-8dab-5e372adcc7a7/af12011dda87654c68d793cc0151bf83

Digital Footprint Lesson Plan for 3rd-6th Grade

Digital Footprint Lesson-6th grade
Lisa Bowen
March 30, 2014

Learning Objectives: Students will…
·       Define and explain digital footprint and how it can impact a person now and in the future. 
·       Identify personal information that is not appropriate to be shared and that is appropriate to be shared on public domains.   
·       Practice good digital citizenship.
Vocabulary for Teacher:
digital footprint: all of the information online about a person either posted by that person or others, intentionally or unintentionally
Lesson:
Introduce Digital Footprint to the students using the following short videos:

Brainstorm: Whole Class
1.    Talk about what types of social media each student has participated in and what questions they have answered online.
2.    Think of some personal information that students would not want to share online. 
3.    Give information that would hurt someone’s feelings. 
4.    Estimate how many people would see a picture that you put online.  Ex. 1 picture x 300 friends x 300 of their friends. 

Group Work: 2-3 students per group
Hand out 3 pre-cut circles to each group (one red, one green, and one yellow).  Students fill in their personal information and other items that are appropriate to share online in the “green” circle.  Have them put personal information and other items in the “red” circle that are not appropriate to share.  The “yellow” circle will be used to put items that are questionable or that you may need to look at closely before you share online. 

Assessment:
Have each group share items from each circle.  Collaborate to add items that had not been thought of and publish this by displaying on the “Digital Citizenship” bulletin board. 


Extra websites for teacher use to extend lesson:
http://www.teachhub.com/10-things-your-students-should-know-about-their-digital-footprints

The Seduction Secrets of Video Game Designers Article

One can see the attraction to video games.  On the surface, it just seems like a waste of valuable time.  In my lifetime, I remember playing centipede for hours and the only reward that I received came only if I beat the high score.  Also I spent lots of time at the local arcade and lots of my hard earned quarters.  Now there is an infinite number of games available to anyone that has a smart phone, tablet, Nintendo, PlayStation, and on and on.  Puzzles are known to help keep the minds of the elder sharp.  Experts even say that puzzles can help to keep the brain from becoming engulfed with dementia or Alzheimer.  Game designers today have spent many hours delving into how the mind works and what people need to keep their attention.

One way that game designers keep the attention of their players is using a reward system.  This system unlocks tools or tokens at certain steps.  They put in rewards for small tasks to keep the person interested,  then when they unlock a level, a bigger reward is given.  Another attention grabber is problem solving techniques.  In the game, there are many obstacles and the gamer has to figure out how the get past them.  The reward in the end is to solve the problem to get to the next level.  This gives the gamer a feeling of winning and accomplishment.  Losing a life or almost losing a life is a big attention keeper.  Then when you win a life, the gamer is ready for more playing.  Game designers have been ingenious in creating games that draw people in to a new world and keep them there.

Problem solving, challenges, and unlocking new ideas resembles what is being taught in schools today.  In the game world there is always some obstacles to overcome.  In school, after an obstacle is overcome, the reward is an A.  That has become a let down for some students.  When they are playing their games, they receive awards that lead them onto the next quest.  They don't see that an A or B will lead them to the next level of learning, or the next grade.  So schools systems are spending a lot of time and effort in trying to keep the students' attention.  It sounds like the schools need to talk to game designers in order to increase student motivation and achievement.  That is a scary thought.

One of the biggest obstacles for educators and parents is age appropriateness.  It is essential that parents and teachers know what the children are playing and watching.  The television and the computer have both become a world that a child can spend too much time in and be exposed to many inappropriate ideas.  The article did mention that a lot of game designers are becoming more interested in the educational possibilities that games can hold.  There are too many games that can lead a child, teenager, or adult to the thinking that killing people, crashing cars, and stealing is alright.  For some people it is hard to escape the virtual world and be able to know what is appropriate behavior in the real world.  This argument is not new, reality television has brought spoiled rotten rich kids with terrible attitudes into homes everyday.  Also is there a link to video games and ADHD?  Many experts agree that the brain is being reprogrammed.  Where do we draw lines?  Where do we say that this game is not appropriate for anyone?  There are so many questions to be answered.  In the meantime, it would be nice to see the game designers and educators work together to grasp the attention of the students while teaching at the same time.

Friday, March 28, 2014

7 Ways to Reward the Brain

7 Ways to Reward the Brain-Ted Talk
Tom Chatfield explores the gaming worlds and why they are so captivating.  Board games and puzzles has always been a favorite in my family.  As the virtual world has grown immensely over the past few years, there has been a fair amount of Candy Crush and Pet Rescue at our house.  My farm in Farmville has probably long been gone since I lost interest and time after a couple of days.  The only time I have been exposed to games where you have to buy or borrow things is when Facebook shows that I have been invited into one game or another.  It has been puzzling as to why these games are so popular.  The reward system is a good theory.  Rewards, feedback, challenges, and risks are elements that keep our brains stimulated.  As an educator though, I would want to make sure the games have some educational content, not just for entertainment.  Of course students being engaged is what teachers strive for in their classrooms.  The future holds many opportunities for students.

This is long overdue.  High schools do not necessarily need mobile computer labs because of the fact that every student has a smart phone and/or tablet of some type.  The cost is not effective when you can let the students use their own devices to research and complete work.  In the middle school setting and elementary classrooms, the students are not as likely to have their own device but most of them have access to a tablet or smart phone.  I think in the elementary classroom that these tablets are a great idea.  The big hype is to buy iPads for the classroom and for the mobile labs.  While those tablets are the most popular they are also some of the most expensive.  What is needed in the elementary classroom is the capability to research, type, communicate, and have some educational apps available.  This tablet can do all of that.  Apple does make great products but they are not the only products available.  In order to save the school systems money and reach more students, this tablet is advisable.  If it gets dropped or broken then it does not cost too much to replace it with a new one.