Thursday, May 17, 2018

SHORTLINKS, QR and MORE!

Like many other links, freeware and online applications, shortlinks - the ability to shorten / minimize URL addresses to make them more user friendly - can be both a great asset as well as greatly exasperating.  While they can make it much easier to remember a site, or to type in an address, creating the links themselves is not always easy.
Why?
Because the link or name that you have in mind might already have been taken!
Also, because the links that are generated randomly for you by the sites are just that - random - and not that easy to remember.

When creating the links, you need to be flexible enough to change your original thoughts, while keeping the idea of a shortlink simple enough and easy enough to remember.  After all, if your new link is more difficult to remember than what your original link was, what is the point in creating it?

In looking at shortlinks, I investigated the following sites:

https://app.bitly.com/Bi5gmJE2Ffe/bitlinks/2L8JVoywww.bit.ly  also known as BITLINKS, first randomly generates a shortlink, then allows you to customize that link.  They also provide a copy / share / edit function for moving the link from one location to another.  It also lists your previous links (at least up to three) that you have made.

https://tinyurl.com/To tie into my blog, I utilized the Tinyurl.com application.  The site itself was easy to use, and didn't require a login or a bunch of personal information like other sites (Ow.ly / Hootsuite.com).  The blog link generated by this site is:   
This site also utilized a clipboard function to bring the link to another document (such as this site).


In exploring these sites, I found that the Goo.gl site is now closed.  Did you know that Wikispaces is also closing?  What do you do when your favorite tool (or one described to you) closes?  Check this link out!
Yes, I used Bit.ly to create this link... 

I also investigated www.1link.one, which not only shortens your URL, but provided different link options, and generates a QR code at the same time!  I generated both a shortlink through them, as well as QR codes to come back to this blog...



























I can see using both the shortlink and the QR code reader in the classroom in multiple ways.  First, I have my students create their own blogs and WIX websites detailing work that they have done.  Something like an online portfolio.  Using the shortlink applications or even the QR readers would be a great way to make these sites more easily accessible both to myself for grading, and for future job references if they take their work outside of the school.

Another way that they both can be used is for advertising school clubs or organizations.  Having a shortlink or QR code makes it more likely that people will visit your website for more information, as they don't have to type forever to find the site.  This past year, we created flyers detailing what we do in our TSA (Technology Student Association) program.  Included on the flyer was a QR code that takes people to the National TSA website  (see below)  

Quad-fold flyer for Jersey Shore TSA program, inside

Quad-fold flyer for Jersey Shore TSA program, outside
 QR Code for TSA website: 
 

Friday, May 4, 2018

CREATIVE COMMONS LICENSING

Greetings, everyone.
If you take a look along the right hand toolbar area of this blog, you will now see that I have added a CC license to this site.  
It is an Attribution / Non-Commercial / Share Alike license (by-nc-sa).


What does this mean, and why this option?

Basically, what it is saying is that I do not have a problem if anyone wants to tweak, build upon or create a remix or mash up of what I post, as long as it is not used for commercial purposes, either immediately or in the future, and as long as they credit my base work that is being used.

All of the licenses seem to relate back to crediting the creator, or Attribution.  That is an automatic given  in this field, and while I don't consider myself an attention-magnet, I understand the need for this both in terms of originality and recognition.

I chose the by-nc-sa option not so much for the fact that I will get credit for something (believe me, I would rather stay in the shadows and not be seen at all), but for the fact that I don't want my work, or the work of my students, to be used in a commercial fashion unless we are approached directly and arrangements are made before said usage. 




I do, however, want to encourage and enhance student's creativity, and if they can do so by taking something that I have done and modifying it to show their own ideas and creativity, then they should be able to do so without retribution.  




Images from:
CC-BY-NC-SA:     downloaded from  
https://pixabay.com/en/creative-commons-licenses-icons-by-783531/

Individual CC Icons (BY / NC / SA) downloaded from
   https://creativecommons.org/about/downloads/



 

Sunday, November 26, 2017

PBL - TECHNOLOGY - SAMR - STEAM

PBL - TECHNOLOGY - SAMR - STEAM




As a Technology Education Instructor, the integrated relationship of Project Based Learning (PBL), technology and SAMR (Substitution, Augmentation, Modification and Redefinition) model is one that is blatantly obvious.


To start with, let’s break each of these major components down, and analyze what they are composed of:


Project Based Learning.



What is PBL?  PBL is, according to Edutopia, “a dynamic approach to teaching in which students explore real-world problems and challenges.”  (https://www.edutopia.org/project-based-learning ).  Within PBL, students are not just encouraged, but expected to take ownership of their learning, developing the skills necessary to promote lifelong learning and adaptability in an exponentially changing global society.  Students are no longer are required to just memorize and regurgitate information, but to gather definitive information, analyze and adapt said information to meet specified requirements, and then create a new and diverse solution to a given problem.  They have to actually think and adapt!


Technology.



As soon as a person mentions technology, it is automatically assumed that we are talking about computers or electronics.  That is not the case.  A definition of technology which was once given to me by one of my mentors goes like this:   


TECHNOLOGY – the use of knowledge, tools and skills to solve practical problems and enhance human capabilities.


I have had that definition, as well as a self-made poster depicting the integration of technology into the liberal arts posted in my classrooms for more than two decades at this point in time.  As was mentioned by Michael Gorman,     


I began with technology integration at the start of my career integrating the use of scientific recording equipment, cameras, compasses, and archaeology tools to teach content area skills in the outdoor environment back in the 70’s. I tell this story because it is important to remember that tools are the foundation for technology integration.” (What Would Dewey Think?, Gorman, 2015)  


Technology is not necessarily about using a computer, tablet or smart phone.  It can be about using a hammer or saw, an inclined plane, or a magnifying glass.  I used to do a problem-solving project with second grade students using a bisected piece of PVC pipe, cut into short lengths, and a tennis ball.  The students had to move the ball from one side of the room to another without physically moving their feet if they had the ball in their possession.  This developed not only some teamwork skills, but the need to comprehend how high to start the ball off (if they started off too low, they couldn’t get to the other side), how to control the ball while in their possession, communication skills and an understanding of gravity and simple machines.  Then they had to learn to control those items. 


Take a look at the definition of both PBL and Technology, and you will see how these two topics fit hand in hand.  And that is only a basic, simple project for younger students.  


SAMR.



The integration of the SAMR (Substitution, Augmentation, Modification and Redefinition) model, to me, is simply an augmented modification of Bloom’s Taxonomy (Vanderbilt, 2017)  .  The Substitution / Augmentation level  of SAMR is comparable to the remember / understand / apply levels of Bloom, while the Modification / Redefinition levels relate to Bloom’s analyze / evaluate / create. The biggest difference is that, according to the SAMR model, electronic technology is to be used to develop and create new projects by the students (Puentedura, 2014).  


This is where many teachers fumble the ball, so to speak.  They look upon “technology” as a necessary evil, one to do basic research and writing with, yet not to explore or create new and exciting projects to enhance their student’s development.  In talking with many students throughout the school year, I have come to realize that most teachers only pay homage to Bloom’s taxonomy, and constrain most of their instruction to the basic levels:  Remember, Understand and Apply.  Even with the integration of technology (computers, tablets and applications), many still only use them for the basics of reading, writing and regurgitation.  Few are the teachers that do something different like the development of storyboards, videos and other projects, yet these are also the most popular of the teachers among the students...


As a Technology Education Instructor in the 90’s, it was part of my task to show how I incorporated common core subjects into what I taught on a daily basis.   It was the height of “teaching to the test”, and I had to show how students were gaining math skills, how history and language arts fell into the program, and even the use of scientific principles.  This was accomplished not so much with computers, but with what I referred to as “hands-on / minds-on” learning.  Hands-on / minds-on was (and is) just what is suggests:  students are learning through physically doing things.  Projects.  Projects which incorporated core learning, but which was broken down and presented in such a way that the students had to think for themselves, create items based on what they had learned, and develop the skills necessary to complete the task at hand.    This, basically, is the STEAM initiative which had exploded onto the scene within the last few years.  


What is STEAM to me?  Here is how I look at it:



S
Science
Science is the study of things, whether it be agricultural, biological, chemical or zoological.  It can relate to history, English or even health.  It is the development of knowing information, and determining what questions to ask to enhance ones knowledge.
T
Technology
The use of knowledge, tools and skills to solve practical problems and enhance human capabilities.  This does not necessarily mean the use of computers, even though that is what it represents in today’s society. 
E
Engineering
The analyzation, evaluation and creation of newer, more advanced or more ergonomic technological devices for the advancement of a purpose
A
Art
The ergonomic and fashion (imagination) incorporated into a design or project.  The personal creativity of a person and how they wish to express themselves.
M
Math
The development of numerical skills to support, augment and prove the STEA part of STEAM.



The incorporation of STEAM into the common core classroom is still being fought by many teachers.  For too long, the “three R’s”, “common core”, and “teaching to the test” have been at the forefront of the visible educational spectrum.  Programs such as art, music and the “shops” have been portrayed as unnecessary and have been cut, to the detriment of the students.  Now, common core teachers are being encouraged to redevelop their classes to include STEAM topics and to teach students more than just being able to answer questions on a test…

Resources:
21centuryedtech, Essential Connections of STEM, PBL, and Technology Integration… What Would Dewey Think?, Michael Gorman,, September 15, 2014 https://21centuryedtech.wordpress.com/2014/09/15/essential-connections-of-stem-pbl-and-tech-integration-what-would-dewey-think/
Vanderbilt University, Center for Teaching, Bloom’s Taxonomy, https://cft.vanderbilt.edu/guides-sub-pages/blooms-taxonomy/
Commonsense.org, SAMR and Bloom’s Taxonomy: Assembling the Puzzle, https://www.commonsense.org/education/blog/samr-and-blooms-taxonomy-assembling-the-puzzle




Sunday, October 29, 2017

Exploring Project Based Learning (PBL)



Exploring Project Based Learning (PBL)


 
According to Edutopia, PBL is a "dynamic approach to teaching in which students explore real-world problems and challenges." (https://www.edutopia.org/project-based-learning ) .  What exactly does that mean?


Basically, it means that we as instructors are giving students the knowledge, tools and skills to solve practical problems and enhance their own capabilities.  We are providing them with real-world, real-time information and challenges which they can relate to in an effort to have them increase their intellectual and physical skills.  And we are doing so in a way that they can relate to and view as a worthwhile cause, as opposed to just another lesson.


The three examples which we were asked to compare included an elementary school in Virginia
Happy Worm:  https://freeclipartspot.com
which had students studying animal behavior through the use of worms and investigating Cystic Fibrosis (
http://www.edutopia.org/more-fun-barrel-worms ), a high school in Washington where geometry students put their mathematical skills to use in architecturally designing a new school (http://www.edutopia.org/geometry-real-world-students-architects ), and another elementary school in Maryland which used the migration and life of the monarch butterfly to explore scientific and cultural diversity throughout Mexico and the United States (http://www.edutopia.org/march-monarchs ).

Project similarities:

          Each of these examples brought real-world, hands-on problems to the attention of the students, and had them solve those problems to the best of their abilities, while developing a skill set of group participation and work ethics.  Basically, the projects gave the students the sense that what they were learning was actually something useful outside of the classroom, and this gave the students a real sense of authenticity to their projects.  Also, by working in groups, it allowed the students to see that not everyone has the same idea, and that sometimes "thinking out of the box" can create the best solutions, when tempered with the constraints placed upon the project in its requirements



Another similarity between each of these projects was one of the process to solution.  Students were provided with the problem, then were given the opportunity and encouraged to question what exactly needed to be done, then answer those questions in their own level of thinking, thus making the project more relevant to themselves and their interests. The students would then research, take field trips, explore online and meet with real life experts in the field they were looking at.  They then had to develop a way to present the information, both as a static display and in personal presentation format.        

Teacher and Student:

          The roles of the teacher and the student were often intermixed within each of these projects.  The teacher was as often as not learning the information presented by the professionals and the research of the student at the same time as the students themselves.  Both the teacher and the students also act as facilitators to the project, although on different levels.  The teacher controls the overall development and progress of the project, guiding the students towards their final conclusions and keeping the students focused on their task, while the students facilitate their own learning goals and objectives, based upon their interests and individual goals.  By giving the students the opportunity to define and set their own goals, the teacher is facilitating their growth, and giving them both memorable expierences and the right to say "this is mine".

BIE Gold Standard

          The Buck Institute for Education (BIE) Gold Standards for PBL (http://bie.org/blog/gold_standard_pbl_essential_project_design_elements) include the following:
Image result for Gold standard image
  • Key Knowledge, Understanding and Success 
  • Skills
  • Challenging Problems or Questions
  • Sustained Inquiry
  • Authenticity / Real World Context
  • Student Voice & Choice
  • Reflection
  • Critique and Revision 
  • Public Product (http://bie.org/about/what_pbl)

 Each of these criteria were covered extensively within the projects described.  Students were given or had to research for knowledge and understanding.  The problems which they wee given or chose for themselves were of a level that were challenging even to the professionals which were brought in to assist.  The students asked their own questions, researched for new resources and applied that information to the problems at hand.  The projects, as discussed above, were all real-world, hands-on projects that could not only make a difference in the lives of others, but were of an interest to the students themselves.  The students made many of the decisions regarding the project themselves, within the parameters provided.  They discussed the effectiveness of their solutions, and felt free to critique others both within the class as well as within their group as to what was good and bad.  Finally, they each created a public display, including a live presentation detailing their findings.  








Resources:

"More Fun Than a Barrel of . . . Worms?!" - Diane Curtis, Edutopia
http://www.edutopia.org/more-fun-barrel-worms

"Geometry Students Angle into Architecture Through Project Learning" - Sara Armstrong, Edutopia
http://www.edutopia.org/geometry-real-world-students-architects

"March of the Monarchs: Students Follow the Butterflies' Migration"
- Diane Curtis, Edutopia

http://www.edutopia.org/march-monarchs 
Buck Institute (BIE) PBL Gold Standards - Article
http://bie.org/blog/gold_standard_pbl_essential_project_design_elements