Semester Recap! Integrating Technology

The end of the semester is upon us! Integrating Technology course has been fun, has been stressful, and has brought a higher understanding of potential implications and standards associates with technology in the classroom! The implications of technology can be given in a model known as SAMR that stands for substitution, augmentation, modification, and redefinition that is paired with standards, that have a varying use of degree upon the schools resources depending on technology access, known as International Society for Technology in Education (ISTE) for students and educators (https://www.iste.org/). Learning to implement and identify each of these concepts and ideas, I have learned a great deal in knowing how to adapt and differentiate my classroom for student with and without disabilities through the use of technology and the internet.

Candance, M. (May 30, 2013) https://youtu.be/us0w823KY0g Web. Retrieved December 5, 2017



SAMR-model
  
Puentendura, R, Walsh, Kelly. (April 20, 2015) http://www.emergingedtech.com/2015/04/examples-of-transforming-lessons-through-samr/ Web.Retrieved December 5, 2017


While learning how to identify, implement, and create SAMR model activities and adaptations that figure in with ISTE standards, this technology course introduced and forced me to use many programs I would never have willingly used. Programs such as Twitter, Blogger, Google Hangout, Diigo, Pinterest, and many more! Now, to be honest, as soon as this class is finished with, I will be removing and/or deleting all information pertaining to these programs and media sites to reduce my impact and connection with website clutter in my e-mail accounts. However, one program that was implemented was "Rezzly" that is an online program that focuses on 'gamification' technology. Gamification is defined by Merriam-Webster dictionary by J.J. Rosen as, "Easy-to-use Web- and mobile-based learning platforms … take the boredom out of long training sessions by gamifying the entire process. A training manual is replaced by an interactive game that allows participants to win awards and be acknowledged."  I understand the use of gamification through applying, or replacing as I call it, the vernacular names of the gaming community into an academic setting. The use of experience instead of grades, goals or quests instead of homework or extra credit, leader boards to showcase students who follow and do as told in order to further their grade. I personally do not agree with the 'gamification' labeling, but I can see how certain individuals can benefit from an outside point of view or new make up in doing homework; after all isn't it the same as traditional homework without partial hands on manipulative work. In an attempt to prevent myself form digressing, here is a YouTube video that explains the Gamification a little:

Inspire Lab, (September 18, 2013), https://youtu.be/-N-jMSymzBM













Now that I've experienced a new horizon of how to use technology within a classroom, by theoretical and personal experience, I am not sure how I will use this information. Majority of the implications can be difficult for my primary field of teaching, regardless of how simple it may sound to use technology in the classroom, most of student learning in a K-5 classroom  involves playing and body-to-body interaction and play. Technology in this setting seems to just be seen as a way of babysitting a child by watching a television screen at a young age, but the developmental approaches that are discussed through many methodologies like Suzuki, Orff, Quaver and Kodaly. Therefore, my approach to using technology in the classroom might not associate well with ISTE standards for students due to the knowledge and experience I have gained through observing 5 different schools with varying methodical styles of teaching this semester, as all of them had little to literally no access to technology in the classroom outside of a single desktop computer. Happily though, I can say, that in the chance that I am given the opportunity to teach a classroom or become a teacher myself, I am capable of finding uses of technology in a pedagogical way to improve student learning in different mediums incorporating hands-on and web based technology outlets to not only assess students, but allow them to build independence and autonomous actions outside of the classroom to build their skill sets.

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