Powerful+Learning

=**Chapter 3** .............. **Transforming Learning with Unique, Powerful Technology**=




 * Chapter 3 examines the ways that technology can promote transforming experiences for teachers and students while addressing the technology learning standards set forth in [|ISTE Standards for Students] from the International Society for Technology in Education and the [|21st Century Student Outcomes] from the Partnership for 21st Century Skills.**

** Educational Technology Standards **
The following chart shows how Chapter 3 and its Tech Tools integrates the technology learning standards from ISTE and the Partnership for 21st Century Skills.
 * **// [|ISTE Standards for Students] //**  ** (ISTE) **  ||  **// [|21st Century Student Outcomes] //**   ** (Partnership for 21st Century Learning) **  ||  **// Types of Unique, Powerful //**   **// and //****// Transformative Learning //**  ||
 * Critical Thinking, Problem Solving and Decision-Making ||  Critical Thinking and Problem Solving  ||  Thinking Critically and Solving Problems  ||
 * Research and Information Fluency ||  Information, Media and Technology Skills  ||  Developing New Literacies  ||
 * Communication and Collaboration ||  Communication and Collaboration  ||  Communicating and Collaborating  ||
 * Creativity and Innovation ||  Creativity and Innovation  ||  Expressing Creativity  ||
 * Digital Citizenship ||  Information, Media and Technology Skills  ||  Building Digital Citizens  ||

**Traditional and Technology-Infused Learning Environments**

 * [|What Does Research Really Say About iPads in the Classroom.] e-School News, February, 2016**


 * The Pen is Mightier Than the Keyboard: Advantages of Longhand Over Laptop Note Taking, Psychological Science, 2014**


 * Project Tomorrow (2012), [|Mapping a Personalized Learning Journey: K-12 Kids and Parents Connect the Dots with Digital Learning]**

One finding is that students are likely to develop interests in STEM (science, technology, engineering, and math) fields when teachers use instructional practices that feature digital technologies, social media and student-driven learning.


 * **Traditional Learning**
 * Environments** .............................................................. || **Technology-Infused Learning**
 * Environment**s ||
 * Teacher-centered

Minimal use of technology

Lectures

Paper Textbooks

Individual Labwork

What else would you add? || Student-centered

Integration of Technology

Online Learning Communities

Digital textbooks

Collaborative Lab and writing projects

What else would you add? ||

**Student-Centered Learning**
[|Student-Centered Learning: Nine Classrooms in Action]. Bill Nave. Harvard Education Press, 2015.


 * [|What's Your Learning Style?]**a Multiple Intelligences Assessment from Edutopia.

Click here for an overview of [|Learning Theories] from InstructionalDesign.org

[|Why School? How Education Must Change When Learning and Information are Everywhere] by Will Richardson, TED Blog, September 14, 2012.

[|Learn Now, Lecture Later,]a report from CDW (August 2012). The report is based on surveys of 1,000 high school and college students, teachers and IT professionals
 * 47 percent of teachers are moving beyond lecture only teaching methods.
 * 71 percent of students and 77 percent say they are using technology more today than two years ago.
 * Technologies on the rise in classrooms include laptops/netbooks, digital content, learning management systems, smartphones, student response systems and blogs.

[|Technology Changing How Students Learn, Teachers Say], //New York Times//, November 1, 2012

**Bloom's Taxonomy**



 * Go here for an [|overview of Bloom's Taxonomy] from the University of Georgia.**


 * Go here for [|Bloom's Revised Taxonomy] with material for teaching students learning English as a new language.**


 * Go here for the[| Padagogy Wheel]by Allan Carrington, University of Adelaide.**


 * [|The New Version of Bloom's Taxonomy]**


 * [|Bloom's Taxonomy for the iPad]**

Growth vs. Fixed Mindsets
Go to the** Multiple Intelligences and Student Mindsets** page on the TEAMS-Tutoring in Schools wiki for information about growth vs, fixed mindsets.


 * Fixed vs. Growth: The Two Basic Mindsets that Shape Our Lives


 * [[image:Screen Shot 2016-01-04 at 11.33.19 AM.png link="@http://ed.ted.com/featured/qrZmOV7R"]]Growth Mindset vs. Fixed Mindset: An Introduction, TED-ED**

**Web Resources and Apps for Teaching the Standards**

 * === Critical Thinking/Problem Solving ........ === || === Digital Literacies ....... === || === Communication and Collaboration ........ === || === Creativity and Innovation ........ === || === Digital Citizenship === ||

Tech Tool 3.1 Web Resources and Apps for Critical Thinking and Problem Solving


 * [|The Importance of Teaching Critical Thinking] from the Global Digital Citizen Foundation **

// • //// [|National Library of Virtual Manipulatives (NLVM)] // Interactive web-based games, manipulatives, and tutorials for K-12 math learning from Utah State University. Students visualize mathematical relationships and applications for number operations, geometry, algebra, measurement, and data analysis.
 * Web **

// • //// [|Stop Disasters! A Disaster Simuation Game] // Online problem solving games that explore how human actions can accelerate or prevent natural calamities such as wildfires, earthquakes, floods, tsunamis, and hurricanes. Produced by the United Nations ’ International Strategy for Disaster Education. ===// • //// [|American Museum of Natural History Presents Ology]. //** Quizzes, games, interviews, puzzles, and activities in archaeology, astronomy, biodiversity, earth, Einstein, genetics, marine biology, paleontology, water, and zoology. **===

// • // [|The e-Skeletons Project] Offers 2D and 3D full-color digitized versions of skeletons of human and nonhuman primates (developed at the University of Texas).

// • // [|Molecular Workbench: An Interface to the Molecular World] Offers interactive, visual simulations of molecular dynamics for classes in physics, chemistry, and biology (from the Concord Consortium).

// • //// [|Plants-in-Motion] // Presents QuickTime movies of plant growth and reproduction cycles (from the Indiana University Biology Department).

// • //// [|MathMovesU] // A Raytheon Company site filled with animated characters, colorful graphics, and interactive math experiences ranging from math fact practice to word problems for grades 3-10, with feedback and hints for helpful solving of problems.

// • //// [|Historical Thinking Matters] // Student-centered historical investigations of four 20th century history topics — the Spanish-American War, Scopes Trial, Social Security, and Rosa Parks and the Montgomery Bus Boycott — using primary sources, video introductions, and key questions for students to explore (from George Mason and Stanford Universities).

[|Bugscope] gives students access to an electron microscope for exploring the world of insects.

[|Helping Students Learn Critical Thinking Skills: A Resource for Teachers] from East Tennessee State University.


 * APPS **


 * **// Motion Math //** . Math problem solving for elementary school children who must perceive and estimate fractions by moving a tablet computer from side to side with their hands to get a bouncing ball to land on the correct location on a number line.


 * **// Bobo Explores Light //** . Bobo the Robot leads readers through investigations of the science of light.


 * **// Simple Physics //** . Design a structure with few or many features; test its strengths and stresses in competition to see whose idea is the best buy for its costs.

Tech Tool 3.2 Web Resources and Apps for Developing Digital Literacies


 * To clarify what we mean when we talk about media literacy, the National Association for Media Literacy Education (NAMLE) offers these definitions: **
 * Media refers to all electronic or digital means and print or artistic visuals used to transmit messages.
 * Literacy is the ability to encode and decode symbols and to synthesize and analyze messages.
 * Media literacy is the ability to encode and decode the symbols transmitted via media and the ability to synthesize, analyze and produce mediated messages.
 * Media education is the study of media, including ‘hands on’ experiences and media production.
 * Media literacy education is the educational field dedicated to teaching the skills associated with media literacy (NAMLE, 2013).

[|Picture Perfect: Teaching to Visual Literacy] from THE Journal (December 2012).

// • //// [|The Presidential Timeline] // Provides access to documents, photographs, audio and video recordings, and other materials from the nation ’ s 12 presidential libraries (from the Learning Technology Center at the University of Texas at Austin).
 * Web **

// • // [|24/7 Science] from the Lawrence Hall of Science at the University of California Berkeley provides interactive online games, activities, and animations for young citizen scientists.

// • //// [|Thinkmap Visual Thesaurus] // Works as a semantic relationship tool inviting you to research word meanings and their connections to other words using an interactive mapping program. Words and their related meanings are displayed in a visual format that can be moved and changed on the screen.

// • //// [|Rome Reborn 1.0] // Offers a model of Ancient Rome, digitally reproduced as it was on June 21, A.D. 320, during its preeminence as the capital of the Roman Empire; 10 years in the making, the site includes still images, video and audio clips, and text resources (from the Institute for Advanced Technology in Humanities at the University of Virginia).

// • //// [|The Valley of the Shadow: Two Communities in the American Civil War] // Provides maps, letters and diaries, census and tax records, newspapers, soldiers ’ records, and other primary source materials from counties in Virginia and Pennsylvania from before the Civil War to the end of Reconstruction (from the Virginia Center for Digital History).

// • // [|H-BOT Historical Fact Finder] Provides answers to who, when, and what history questions; for instance, “ Who was Satchel Paige? ” or “ When did the American League begin? ”

// • // [|Cassini Equinox Mission] Explores a mission to Saturn and provides information about Saturn, its moons, and the spacecraft through images and video (created by the California Institute of Technology Jet Propulsion Laboratory).

// • //// Planet Tolerance // (www.tolerance.org/pt/index.html). Offers interactive multicultural storybooks and historical research and community action projects for children (from the Southern Poverty Law Center).

// • //// [|Dipity] // lets teachers and students build multimedia timelines by entering your own material or importing content from Twitter, Pandora, Flickr and other social media sites.

// • // Many organizations provide interactive materials: National Weather Service (online map of weather warnings, advisories, and forecasts ).

Modern Language Association (interactive maps of languages spoken in the United States), National Endowment for the Humanities (interactive gallery of high-quality color reproductions of masterpieces of U.S. art) PBS (interactive maps to accompany historical and science documentaries).

[|Virtual Jamestown] provides 3D recreations of Native American and settler life in colonial Virginia as well as primary source materials.


 * Apps **
 * **// Early Jamestown //** presents the history of colonial Virginia including relationships between Native Americans and European settlers in this e-textbook for elementary and middle school social studies classes. Developed by the Virginia Department of Education’s Beyond Textbooks initiative.


 * **// The Fantastic Flying Books of Mr. Morris Lessmore //** . An interactive reading experience, as pictures animate and the narrator speaks at the touch of your finger in this highly acclaimed 2011 graphic fiction book.


 * **// Word Wagon //** . Mozzarella the mouse and Coco the bird bring words and letter sounds to life in this app for beginning readers.


 * **// In a World . . . Drama //** and **//In a World . . . Comedy//** invite students to create a movie trailer of their choice with its own title and rating; you can combine text, music, and a voice reading of the script.


 * See WeatherBug (free): Get forecasts, view the local radar, and get alerts from the National Weather Service.

Tech Tool 3.3 Web Resources and Apps for Communication and Collaboration // • //// [|American Memory from the Library of Congress] // Makes available the library ’ s collections under topic headings as wide-ranging as African American history, immigration and national expansion, religion, the presidency, and sports. A section entitled “ Today in History ” features what happened historically for every day of the year.
 * Web **

// • //// #edchat, #sschat, #engchat, #scichat, #mathchat. // These examples are just some of online educational conversations that teachers can join using the microblogging site Twitter. There are separate chat feeds for each subject field as well as many others on educational issues and trends.

// • //// [|DNA from the Beginning] // A multimedia investigation of classical and molecular genetics as well as genetic organization and control. Each genetic concept is presented as an animation or photo gallery, as a problem to consider, or through key resources (funded by the Josiah Macy Foundation of New York to serve the medical and health profession as well as the general public).

// • //// [|Web Scrapbook] // Allows individual students or classroom groups to place electronic information (images, documents, Web pages, and other materials) in an online folder and then discuss and annotate its contents (from the Center for History and New Media at George Mason University).

// • //// Zoomerang // (http://info.zoomerang.com). An online survey tool that teachers and students can use in their classes to poll classroom, school, or community members.

// • //// Poll Builder // (http://chnm.gmu.edu/tools/polls). A tool that can be included in a classroom Web page to obtain people ’ s opinions of questions the class is posing (also developed by George Mason University ’ s Center for History and New Media).

// • //// [|Discovering Antarctica] // Teaches historical, scientific, environmental, and zoological information through videos, maps, charts, graphs, puzzles, and activities, as well as describing what research occurs there.


 * Apps **


 * **// Words with Friends //** . An online version of the game Scrabble where students create words from puzzles while playing with friends and classmates.


 * **// Book Glutton //** . Establish virtual reading groups for digital books.


 * **// Dragon Dictation //** . Express your thoughts and ideas orally to your smartphone and this app creates written text for emails, text messages and personal notes and reminders.


 * **// Zite //** . Create and curate your own digital magazines as this app collects news stories from the Web about your topics of interest.

Tech Tool 3.4 Web Resources and Apps for Creativity

Click here to learn more about the [|work of Seymour Papert], the computer visionary and author of MIndstorms and other books.

// • //// West Point Bridge Design Contest // (http://bridgecontest.usma.edu). An online design competition where middle and high school students try to create the least expensive bridge possible that will pass a simulated load test (see accompanying screenshot); users can test the viability of their creative designs on the computer (from the United States Military Academy).
 * Web **

// • //// Our Authors--Live! // (www.stonesoup.com/listen). Presents middle and high school students reading their recorded short stories aloud online, providing a dramatic publishing venue for young writers of all ages (from the magazine //Stone Soup//).

// • //// Poetry Writing with Jack Prelutsky // (http://teacher.scholastic.com/writewit/poetry/jack_home.htm). Offers an online writing workshop for young poets as well as audio clips of the poet reading some of his poems in dramatic, engaging ways (from Scholastic).

// • // [|Educational Uses of Digital Storytelling] Features strategies and examples of digital storytelling, a form of creative expression produced by combining the art of storytelling with the multimedia tools of graphics, audio, video animation, and Web publishing (from the University of Houston). See also the Center for Digital Storytelling, an organization located in Berkeley, California (www.storycenter.org/index1.html) for more examples of how to record personal stories using a variety of new technologies.

// • //// [|Poetry 180: A Poem a Day for American High Schools] // Poems for every day of the school year (from the Library of Congress).

// • //// [|Can I Have A Word? Creative Writing in the Classroom] // Invites exploration of four topics: the human body, changing voices, the elements, and the odyssey. Through videos where words related to the topic appear, students experience the topic dramatically before writing about it in creative assignments and activities.

// • //// [|Comic Creator] // and [|Pixton] Online interactive sites for generating short comics and cartoons.

// • // [|Mindomo]Builds mind maps — diagrams composed of words, numbers, images, and other items organized around a key idea or problem. //Inspiration// and //Kidspiration// are also examples of mind mapping tools used in schools.

// • //// [|National Gallery of Writing] // A webspace sponsored by the National Council of Teachers of English where all writers, from published authors to everyday people to students in schools, can post their own writing. All formats and genres are welcomed and individuals and groups are encouraged to create local gallerys as well.


 * APPS **
 * **// Harold and the Purple Crayon //** . Based on Crocket Johnson’s classic children’s book, children express their creativity as they draw Harold’s world in purple colors.


 * **// Verses //** . Create magnetic-poetry style poems by arranging on the screen the words generated by this app.


 * **// Story Kit //** . Build your own storybooks with pictures, text, drawings and voice.


 * **// Toontastic //** . Students are able to create their own animated stories and cartoons and they are add spoken dialog as well.

// • //// [|iCivics] // Former Supreme Court Justice Sandra Day O’Connor has been one of the developers of free web-based games that teach schoolchildren about how courts and the law function in a democratic society. “Do I Have a Right” places student game players as members of a law firm that must advise clients about what amendment to the constitution applies to the problems presented by individuals who walk into a law office. "Supreme Decision” has students serving as a law clerk for a justice who must write an opinion in First Amendment case that where a school district seeks to ban students from wearing music band T-shirts.
 * Tech Tool 3.5 Web Resources and Apps for Digital Citizenship **
 * Web **

// • // [|Fact Check] Uncovering bias and inaccuracy in politics and news reporting (see the accompanying screenshot) by inviting users to become their own information detectives, critically evaluating news stories, political campaign ads, press releases, policy statements, and politicians ’ claims (from the Annenberg Public Policy Center at the University of Pennsylvania). FactCheckED .org is specifically designed for classroom use.

// • //// Med[|ia and Technology Resources for Educators] // This site features video and interactive materials for teachers, families and students from the national non-profit organization, Common Sense Media. Materials address digital citizenship topics of cyberbullying, digital creation and plagiarism, social networking, cell phone use, and commercialism in the media.

// • //// [|Digiteen Project: Global Digital Citizenship, Collaboration and Education] // An international collaboration aimed at middle and high school students for resource and research sharing among global classrooms as well as local school-based digital citizenship education projects.


 * Apps **
 * **// Back in Time //** . History of the universe and the evolution of life on earth set in a 24-hour clock where the Big Bang begins the hour and human appear in the final seconds. Available in six languages.


 * **// Today’s Document //** . An important American historical document every day from the National Archives including the primary source text and historical background.


 * **// Professor Garfield Cyberbullying //** . Strategies for elementary school age students to use to deal with bullies.


 * **// BeSeen //** . Approaches for responsible social networking behavior for youth, including managing personal information online


 * **// Question Builder for the iPad //** . Elementary school children get to ask and answer questions as a basis for discussion and analysis.


 * Humanities 2.0**

Spatial Humanities is a New Field in the Humanities. Uses Computer-assisted geographic analysis. Scholars use Geographic Information Systems (GIS) to rexamine real and fictional locations where famous events took place; for example Salem and the Salem Witch Trials, the Gettsburg Civil War battle field, the Dust Bowl region during the Great Depression or the taverns where Shakespeare's characters Falstaff and Prince Hall spend their time. "Digital Maps are Giving Scholars the Historical Lay of the Land," Patricia Cohen, T//he New York Times//, July 27, 2011, p. C1, 5.

See [|New York Times series on Humanities 2.0]'

[|Visualize This: The Flowing Data Guide to Design, Visualization, and Statistics]by Nathan Yau (2011, Wiley) presents a practical guide to creating data graphics that mean something, that captivate and illuminate and tell stories of what matters