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Describe eight key affordances of learning with technologies

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Describe eight key affordances of learning with technologies

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1. Interactivity-technology systematically responds to the actions of the leaner. i.e. virtual gaming

2. Adaptivity-the technology presents information that is contingent on the behavior, knowledge and characteristics of the learner

3. Feedback-the technology gives feedback to the learner on the quality of the learner’s performance, sometimes including how the technology could be improved

4. Choice-the technology gives students options for what to learn and how to learn so they can regulate their own learning

5. Nonlinear access-the technology allows the learner to select or receive learning activities in an order that deviates from the set order

6. Linked representations-the technology provides quick connections between representations for a topic that emphasize different conceptual viewpoints, pedagogical strategies and media

7. Open-ended learner input-the technology allows learners to express themselves through natural language, drawing pictures and other forms of open ended communication that encourage active learning

8. Communication with other people-the learner communicates with one or more other “persons” who may range from peers to subject-matter experts (example: computer supported collaborative learning like break out rooms to discuss topics)

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Provide examples of how digital technologies can support learners in meeting a wide range of goals in different contexts

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Provide examples of how digital technologies can support learners in meeting a wide range of goals in different contexts

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1. Enables diversification by enabling collaborative and cooperative learning, an adaptive learning environment, content that is not mundane and is actually engaging. Example-teamwork (cooperative), assigned tasks to each given team member to complete a task (collaborative)

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Justify how learning technology can support instruction

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Justify how learning technology can support instruction

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1. -incorporate real world problem solving into the classroom curriculum

2. -scaffold students’ learning

3. -provide students and teachers with more opportunities for feedback, reflection and revision

4. -build local and global communities of individuals who are invested and interested in learning

5. -expand opportunities for teachers’ learning

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Describe Mayer’s Principles to Guide Multimedia Learning

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Describe Mayer’s Principles to Guide Multimedia Learning

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1. Coherence Principle-people learn better when extraneous words, pictures and sounds are excluded rather than included

2. Signaling Principle-people learn better when cues that highlight the organization of the essential material are added. This l=allows the learner to focus on the critical material that is presented

3. Spacial contiguity principle-people learn better when corresponding words and pictures are presented near to, rather than far from each other on the page or screen

4. Temporal contiguity principle-people learn better when corresponding words and pictures are presented at the same time rather than successively. The graphic image should be physically near the text that describes the picture

5. Segmenting principle-people learn better from a multimedia lesson that is presented in user-paced segments rather than as a continuous unit

6. Pretraining principle-people learn better from a multimedia lesson when they know the names and characteristics of the main concepts

7. Modality principle-people learn better from graphics and narrations than from animation and on screen text

8. Multimedia principle-people learn better from words and pictures than from words alone

9. Redundancy principle-people learn better from graphics and narration than from the combination of graphics, narration and on screen text

10. Personalization principle-people learn better from multimedia lessons when words are in conversational style rather than formal style

11. Voice principle-people learn better when the narration in multimedia is spoken in a friendly human voice rather than a machine voice

12. Image principle-people do not necessarily learn better from a multi media lesson when the speakers’ image is added to the screen

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Provide examples of technologies that stimulate active learning

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Provide examples of technologies that stimulate active learning

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-Intelligent tutoring systems-offers individualized instruction

-Gamify-Teacher introducing a program that targets the same operations in the context of a game (mathematical operations).

-Leveraging stories and favorite characters

-Empowering learners as producers and creators

-Makers-people who engage in building & creating (a form of active learning-engages students by the act of doing)

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What are some opportunities and challenges for using technology?

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What are some opportunities and challenges for using technology?

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1. Some challenges may be that information may be too repetitive for the learner therefor it becomes mundane and they end up losing motivation. For others technology may become a distraction.

2. Some opportunities are it engages the learner and creates an environment for creativity and pushes for positive feedback

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Design and describe an activity in which the teacher uses a technology program (anyone) to teach students (in the subject you will teach in the school)

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Design and describe an activity in which the teacher uses a technology program (anyone) to teach students (in the subject you will teach in the school)

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Teacher will show the class who are a mix of ELL (English Language Learners) students and non ELL students a small video clip of the Peruvian culture to the Spanish class. The video will be in english but with spanish subtitles (CC Closed Captioning to accomodate the ELLs). The video will include music along with beautiful imagery that display the Peruvian culture. At the end of the video, the teacher will evenly split the students into groups to discuss their thoughts on the video.