#6 What is Educational Technology




Education Technology (also known as “EdTech”) refers to an area of technology devoted to the development and application of tools (including software, hardware, and processes) intended to promote education.

Put another way, “EdTech is a study and ethical practice for facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources.”


Although this developing field may sound like a specialized niche, its potential implications are far-reaching and affect many segments of the population. Read on to find out if you’re among those most likely to benefit from the advancement of EdTech, and how you can contribute to its growth.



#5 Collaboration tool: blendspace



As I work on integrating more technology into my classroom, I’ve focused on what I thought was an area that could use some improvement, and found that there was a disconnect occurring.



I realized I needed a better way to communicate and collaborate with my students and for them to access help when they needed it and the resources that would help them to be successful.  So for me, I started with Celly (a messaging app) and once I felt comfortable, integrated Edmodo as our classroom LMS.

Once I felt like these were having a positive impact on my classroom, which came in the form of solving problems of lost papers, forgotten assignments, and missed learning opportunities due to class absences.  I began searching for another way to make some improvements and found a tool called Blendspace.

Change takes time, there is no doubt, but we must persist when we take on any new venture. Sometimes it can take longer than we like because we run into difficulties and roadblocks.  In the search for answers to your initial questions, new questions arise, And that is the nature of the game. it becomes an ongoing cycle which helps in the promotion of goal setting and growth as teachers.

How Does Blendspace Fit?


Blendspace is a tool that provides many possibilities and initially I used it as a method of curating resources and flipping my classroom. There are similar tools available, and regardless of which you choose, having one place to keep your resources is a really great idea. So how do you make the decision? How do you know which to rely on?

Looking at sites such as Graphite or EdShelf can help. Reading blogs and participating in Twitter chats are also great ways to find out what others are using and their thoughts.  For example, using something like Graphite or EdShelf, you can get a summary of the uses of a web tool, read the reviews and stories about user experiences. Hearing about how other educators are using tools like Blendspace is tremendously helpful when deciding on what tool to integrate into your classroom.


3 Ways To Use Blendspace In The Classroom

1. Flip Your Classroom

I like Blendspace because it really does provide a variety of benefits to me both personally and professionally.  It can be used as a way to flip the classroom and to save that vital classroom time for student interactions, engaging activities, or having students work independently while teachers facilitate their activities and provide feedback one-on-one.

Blendspace can be used to create a lesson using the TES Resources tab, then shared with students through their class account or through a direct link. Regardless of how the lesson is shared, students have access to many resources and can learn asynchronously outside of the classroom, on their own schedule, using whatever device they choose.


This means that, in ideal circumstances, learning can take place anywhere at any time. The choice is the students’ and that’s the great thing about technology and the usefulness of tools like Blendspace. It can also be used to store favorite web tools, presentations, or one’s personal work. It makes it easier to share ideas with colleagues, and organized teaching and learning materials with students.

2. Present Student Work In Class

Blendspace is a way to avoid fumbling with flash drives, losing valuable class time opening emails and attachments.  All of the student projects can be added by their URL or uploaded into one lesson, given it a title, and in class, only one lesson has to be opened to display the student work for the class to enjoy.

3. Build A Lesson

Building a lesson for any level or discipline is easy with Blendspace. Simply choose your topic and by using the TES Resource tools provided such as Google Search, Educreations, Google Drive, Dropbox, uploads from your computer, and more, you can quickly build a lesson.  All it takes is finding the resource and dragging it into place in your lesson.


You can add boxes, move items around, and no matter what you do it is done quickly. It really is a great way to share information, keep track of projects, and so much more. These are just some of the reasons why I am really happy that I found Blendspace and how its use has benefited my classroom. I recommend checking it out if you have not, and letting me know in the comments below what your experience was!



#4 Learning Design TPACK model, ADDIE, SAMR




   LEARNING DESIGN

               Teaching without designing the learning outcome or what to be teach in the classroom is just nothing to the students. Therefore, as a good teacher, they must design their instructional in the classroom so that the student will learn a new knowledge for that day. The ADDIE model is the generic process traditionally used by the teacher and other instructional designer. The five phases: Analysis, Design, Development, Implementation as well as Evaluation; represent a dynamic, flexible guideline for building effective training and performance support tools. 


ANALYSIS PHASE 
   In this phase, instructional problem is clarified, the instructional goals and objectives are established and the learning environment as well as learner's existing knowledge and skills are identified.     - Who is the audience and their characteristic?
                     - Identify the new behavioral outcome ?
                     - What are the delivery options?
                     - What is the timeline for project completion? 

DESIGN PHASE 
      The design phase deals with learning objectives, assessment instruments, exercise, content, subject matter analysis, lesson planning and media selection. In this phase teacher should be systematic and specific in other word systematic orderly method of identifying, developing and evaluating a set of planned strategies targeted for attaining the project's goals. Specific means each element of the instructional design plan needs to be executed with attention to details. 

DEVELOPMENT PHASE 
       The development phase is where the developers create and assemble the content assets that were created in the design phase. Programmers work to develop and/or integrate technologies. Testers perform debugging procedures. The project is review and revised according to any feedback given. 

IMPLEMENTATION PHASE
     During this phase a procedure for the facilitators and the learners is developed, which is the facilitators should cover the curriculum, learning outcome, method of delivery and testing procedures. Preparation of the learners include to train their physical skill in the new tools such as software or hardware. This is also the phase where the project manager ensures that the books, hand on equipment, tools, CD-ROMs as well as the software are in place and that learning application or Web site is fully functions.

EVALUATION PHASE.
       This phase consist of two part which is the formative as well as the summative evaluation. Formative evaluation is used during the curriculum delivered to the student for example quizzes, weekly report and activities that is to evaluate the understanding of the chapter or course that the learner learn in the classroom. Summative evaluation is used at the end of the lesson, for example the mid-year exam, SPM and last year examination that used by the teacher to evaluate of the whole chapter or the course that had been learn by the student for the whole years or whole class sessions. 

#3 Learning Theory


Learning theory is contain 3 kind of things that  affecting presented or listener. This theory helping listener to attracted what presenter was present. This conclude for audio-visual view presentation that may affect the listener to be more attention in class or any place.

For the first theory is behavioral theory. This theory show that people are observing and measuring the fact or what have be said. They are attracting to the words or something that impressive and also smart. it was making the listener make responses in trial or error situation.

Second theory is cognitive. This theory show that people do listen and in the time people also show that they are thinking something that what they learn. They get information and they try to understanding much than what they get. The slide show need to be more colorful and also have much interactive system that want to take their attention fully much that they listen. Cognitive theory are divided for 3 part that conclude all about brain system. The part is intelligent tutoring systems (the latest extension of such developments), artificial intelligence (represent in computer software the mental processes used in human learning) and pre-determined learning outcomes (comprehension, analysis, synthesis and evaluation).

Lastly is constructivist theory. It all about environment that make the children thinks. Jean Piaget that make this theory are become higher psychologist about children development. Environment are reinforcement to the child that creating the brain system in high level.

#2 Classroom Technology


As we sail through the 21st century, technology in the classroom is becoming more and more predominant. Tablets are replacing our textbooks, and we can research just about anything that we want to on our smartphones. Social media has become commonplace, and the way we use technology has completely transformed the way we live or lives. Educators also recognize the importance of developing these technological skills in students so they will be prepared to enter the workforce once they complete their schooling. The impact that technology has had on today’s schools has been quite significant. This widespread adoption of technology has completely changed how teachers teach and students learn. Teachers are learning how to teach with emerging technologies (tablets, iPads, Smart Boards, digital cameras, computers), while students are using advanced technology to shape how they learn. By embracing and integrating technology in the classroom, we are setting our students up for a successful life outside of school.

Here are some of the advantages in using technology: -

1. Technology in classroom make learning more meaningful
Students prefer technology because they believe that it makes learning more interesting, fun and meaningful. They especially like laptops and tablets. Subjects that students deem challenging or boring can become more interesting with virtual lessons, through a video, or when using a tablet.

2. Technology prepares students for the better future
Using technology in the classroom would help prepare the students for the digital future. These 21st-century skills are essential in order to be successful in this day and age. Jobs that may not have had a digital component in the past, may have one now. Education is not just about memorizing facts and vocabulary words, it is about solving complex problems and being to collaborate with others in the workforce. Educational technology in the classroom prepares students for their future and sets them up for this increasing digital economy.

3. Technology helps students learn at their own pace
Today’s technology enables students to learn at their own pace. For example, almost all apps allow for individualized instruction. Students can learn according to their abilities and needs. This form of teaching is also great for the teacher because it gives him/her the time to work individually with students who may be struggling.

4. Technology connects with students
Technology occupies an important place within students’ lives. When they are not in school, just about everything that they do is connected in some way to technology. By integrating technology into the classroom, teachers are changing the way they used to teach and providing students with the tools that will take them into the 21st century.

Technology changes by the minute, and as educators we need to keep up with the times in order to best prepare our students for this ever-changing world that we live in. While we just saw how integrating technology into the classroom has its benefits, it’s important to note that traditional learning processes are just as essential. Take time to learn about each element of ed-tech that we will incorporate into our classroom. When we do, we will find that technology can have a profound impact on our students learning.

#1 Steam Learning





The STEM to STEAM movement has been taking root over the past several years and is surging forward as a positive mode of action to truly meet the needs of a 21st century economy. STEM alone misses several key components that many employers, educators, and parents have voiced as critical for our children to thrive in the present and rapidly approaching future.



STEAM is an educational approach to learning that uses Science, Technology, Engineering, the Arts and Mathematics as access points for guiding student inquiry, dialogue, and critical thinking. The end results are students who take thoughtful risks, engage in experiential learning, persist in problem-solving, embrace collaboration, and work through the creative process. These are the innovators, educators, leaders, and learners of the 21st century.



In recent years there has been a growing focus on the need to better prepare students for higher education and arm them with the skills and knowledge they will need to be successful innovators in a 21st century workforce. STEAM has gained popularity among educators, parents, corporations and institutions, as well as the President of the United States, as a way to fulfill this need.

By engaging students around the subjects of Science, Technology, Engineering, Arts and Math, STEAM aims to spark an interest and life long love of the arts and sciences in children from an early age. Science, Technology, Engineering, Art, and Math (STEAM) are similar disciplines in that all involve creative processes and none uses just one method for inquiry and investigation. Teaching relevant, in demand skills that will prepare students to become innovators in an ever evolving world is paramount, not only for the future of these students but for the future of the country.