Monday, May 5, 2008
IEP: Creating an Artists Web Page
Wednesday, April 30, 2008
Online Community
Important Websites and why?
Saturday, March 22, 2008
Assistive Technology for Reading
- Assistive Technology
- Text-Reader Software
- Kentucky Department of Education
- Read & Write Gold
- word prediction
- Reading Interventions
- READ 180
- Des Moines Independent Community School District
- Learning Disability
Monday, March 3, 2008
IEP Proposal
Monday, February 25, 2008
The Overdominance of Computers
The Overdominance of Computers Lowell W. Monke
II. Overview of Article
This article was from a point of view that feels that technology is being used at such a young age that kids are becoming dependant upon it without learning other very important developmental steps such as morals, relationship skills, outdoor activities, the arts, time unstructured play, and conversations with adults. The author feels that technology is being placed in classrooms without any valuable skills being emphasized or learned by students. Computers are aiding in the students development and replacing the other very important things. The author doesn't think that computers are helping any longer, rather he thinks they are hindering education and should be utilized at a more developed stage in the education process such as high school, where the students can utilize computers as a trade and gain the necessary skills to use them. The overall point is that computers are debilitating rather than enabling when they aren't used as an aide in teaching other, more valuable human skills.
III. Bulleted Reference Points:
- Essentials in the early years
- Moral preparation
- Authentic experience
- Technology users work in the abstract
- Great power and poor preparation
- Are computers helping achievement?
- Machine dominated lives
- Computers in high school
- 67% of nursery school students used computers in 2003
- The cost of failing to compensate
IV. Reflection and significance to me
I find the author's point of view interesting. What I see in classrooms is not an over use of technology but rather, an under use of technology. I see a select group of students benefiting and focusing on the use of technology in their daily lives, yet this is an economic discrepancy. I think what the real problem is, is that there aren't good teacher to student ratios in the classroom to give them the adult interaction and conversations that they would truly benefit from. Perhaps, if the budget to increase technology in the schools were applied to increasing teachers in teh schools, then I can reason that eliminating technology at a young age would be wise.
I see the world depending on technology and functioning in the ways of technology. I don't see this as a problem derived in the schools, it's only mimicked by the schools for the purpose of participating in the economy. The quality of simple human interactions is minimized by cell phones, i pods, and general overpopulation. Human relationships are devalued and unnecessary when you can have friends on-line, play video games, or watch TV.
When kids learn to depend on technology at a young age, the outcome is similar to the essential school experiences as listed in Monke's article. The fault, as I see it, is not of integrating technology in the classroom at a young age. That may be a small fraction of an addition to the overarching problem of western society devaluing human relationships and replacing them with things that money can buy such as technology. This happens because it produces a very large profit for several people.
Evidence of Planning= 30 points
(15 points) Story Map is a thorough plan of the digital story
(15 points) Story line is engaging (it has meanining, climax, conflict, resolution, etc.)
Creativity= 30 points
Digital story contains unique elements:
(10 points) visual
(10 points) auditory
(10 points) content
Use of Technology= 30 points
Used the movie making program to the best of your abilities:
(6 points) read tutorials if there was an element that was unclear
(6 points) editing
(6 points) sound bytes
(6 points) smooth transitions
(6 points) story line flows with editing elements
How do you think you did?
Are you happy with the final results?
Would you have planned more if you had more time?
Would you change anything about your video?
Could you have used class time more wisely?
__________________________________________________________________
Total= ______/ 100
Monday, February 4, 2008
Digital Story
Monday, January 28, 2008
Story Planning
Beginning: Line (a pencil) decides to go out for a walk out in paper land. On his walk he goes to visit his girlfriend, Linetta (a pencil). They chat for a moment and together they decide to go to “Creativity Land” where they can frolic and have much fun with their day.
They stroll along…
Middle: Once at adventure land they discover a variety of amusements including the “Ruler Ride” the “Compass Spin”, the “Interactive Color Wheel” (where they put on paintbrush suits) and “Marker Land” (where they put on marker suits).
Conflict: While in marker land, the two lovers get lost in all of the marker chaos. Line confesses his undying love for Linetta and all that entails. They shout to each other yet still are unable to locate one another amid all of the chaos. Linetta preaches the only way they will find one another will be to change out of their marker suits.
Resolution: The two quickly change and are able to locate one another wearing their natural suits and reunite once again. They embrace lovingly.
End: Line and Linetta stroll happily out of “Creativity Land” on their journey home, vowing to never return to marker land and leaving behind a beautiful work of art consisting of lines, shapes, color mixing concepts, and marker doodles.
Line Goes for a Walk…
This story will come to life using actual art supplies. The objects will be moving by their “jackets” or human hands. I envision the filming to be slightly angled from a top sort of view. The two pencils will spend a good amount of time on the “Ruler Ride”, the “Compass Spin” and at the “Interactive Color Wheel.” This will consist of the bulk of the story, their adventures in “Creativity Land.”
The story is both a “what is” and “how to” regarding the elements of design. It is also a love story that reveals to us a life lesson: during times of confusion and chaos, we are able to connect with greater truths.