Follow me through my learning of educational technology!

Category: Weekly Reflections

This is the category to apply to your Weekly Reflection posts from the course.

Week 11: Digital Devices

This week in our class, we discussed the pros and cons of technology in our own study and in elementary classroom. I found it very helpful to here about how all my classmates use technology in moderation while getting work done. For example, some put their phones on do not disturb, leaving the phone in another room while studying, or turning off notifications. We also got to play around with Arduino Science Journal. I learned that the Arduino Science Journal is designed for fun and interactive science experiments. You can use it on your smartphone, tablet, or even pair it with an Arduino board for extra functionality. Think of it as a digital notebook that lets you gather data from the world around you using your device’s built-in sensors, such as light, sound, and acceleration.

I enjoyed learning about the helpful aspects and limitations of technology because now I feel more comfortable knowing appropriate ways to incorporate tech into my classroom. Specifially learning about ways of engagement, accessibilty and personalized learning strategies. I am excited to work with technology as I continue my learning as a student teacher.

Week 10: Technology, Classroom Management & Inquiry

This week, we had the opportunity to learn from Britnay, a guest speaker who shared many valuable insights on classroom management techniques. Her presentation covered key strategies like establishing routines, incorporating SEL (Social-Emotional Learning) check-ins, implementing soft starts, modeling behavior, fostering inquiry, and setting clear classroom rules and expectations. It was helpful to have all of these concepts clearly outlined and explained, especially since I’ve observed many of them in action during L2P and my own classes.

I enjoyed learning about soft starts and transitions, as these are techniques I haven’t encountered as much throughout my education. Ideas like using Play-Doh, kinetic sand, and musical tracing maps stood out to me as creative ways to ease students into the day. Britnay’s presentation also included lots of practical templates that I’m excited to try out, especially for developing an inquiry and strength-based approach in the classroom. I did a bit more research on soft starts, and found lots of other teachers posting their experiences and techniques with this. Check out this one from Jenna Kimber.

Having written resources is very helpful for me, I feel that it supports my learning and planning process very well. I like the idea of starting with broad goals and inquiries for the class, then breaking those down into specific, individualized goals for each student. This approach feels both intentional and supportive, and I’m excited to practice applying it in my own teaching.

Week 8: Coding and Gaming in Education, Weekly Reflection

This week in our class, we learned about coding and gaming in education, and got to play some games to practice coding on our own. I chose to play a coding version of flappy bird, called flappy code. In this game, we are given prompts and options for different actions to happen. For example, the prompt “when hitting an object,” I chose to select “end game.”

This is what you earn when you finish the coding game!

This is what the game setup looks like, suitable for grade 2+.

Because coding is becoming a large part of education, it makes me wonder if computation thinking can help learners become better problem solvers? As we discussed in class, certain games can help students develop skills such as problem solving, identifying patterns, and critical thinking. We can use resources such as Hour of Code , where there are suggested grade levels, as a tool to help students learn these skills in a fun and engaging way.

Along with this, gameplay can be used to as a tool to make traditionally less popular topics engaging for learners because they are actively engaged, learning through mistakes and intrigued by intrinsic motivation. Often times, people are more engaged in online games of visuals, the way they tell a story, and people are often motivated by rewards such as point systems and levels. Especially with websites like we used today, there is a vast amount of different games, and people can choose something that they are interested in, or personalized to them.

Taking all of this into consideration, gameplay is a great and engaging way to teach students, but could present some equity issues. Depending on school funding, technology may not be accessible. Along with this, many games may not resonate with certain beliefs or may be biased. For myself as a future educator, I will be useful for me to have this tool where students are able to create their own games, such as the one above.

Week 7: Intentionality in Technology Enabled Learning Design.

Hello everyone! This week was a very informative week in regards to sketchnoting, canva and learning skills. We learned about TPACK (technological, pedagogical, and conent knowledge) and SAMR (subsitution, augmentation, modification, and redefination) and their similarities and differences. TPACK and SAMR are both frameworks used to evaluate tech integration in the classroom, but offer different approaches. SAMR categorizes tech capabilites into 4 levels, and TPACK offers a more interconnected approach. As for sketchnoting and canva, it was very interesting to see how they both have very different benefits, and possible shortcomings. For example, sketchnoting helps us remember what we are hearing as we write. The process of having to summarize in our brains as we write is believed to be helpful in recall. As for tech notes or canva, they are very aesthetically pleasing and is a way of writing notes, it could be a way of transription typing. Without the process of summarizing, it could be going straight from your ears to the keyboard. In class today, we had the opportunity to practice our sketchnoting, check out mine with a theme of elementary school!

As for canva, there is many great benefits for making projects, and as a future teacher, could be very helpful in making engaging lesson plans for students. We didn’t have time to make our own canvas in class, but it is definetly a tool I am excited to use going forward. In another class, we need to make an infographic tool to share in our L2P schools on a free inquiry topic of our choice. Thanks to todays class, I now feel inspired and ready to get creative on canva!

Here is a video uploaded by Canva to help get started. I plan on using this when I start my next canva project!

Week 6: Assistive Technology and Equity, Accesible Learning Classwork.

Here is a photo of the website Waves we used in class as a tool to asses the accessibility of our website.
The video above should have closed captions included, making it accesible for a larger variety of children to learn Coconut Chaos.

Week 5: 3D Printing and Design, Reflection 4.

Here’s the box I designed in class:

There could be many pros and cons to using 3D at the school level. The main pro would be the hands on engagement the print offers, this could further engage the students because the technology is new and different. The students would have access to learn the newest technology they may use in their future career, such as engineering, medicine, manufacturing etc… We could use 3D printing to make learning more accessible for disabled students. This could look like creating braille models for visually impaired students. On the contrary, there are also many cons that could come along with this. As it is new technology, it will be a learning curve for teachers and students, taking plenty of time when time is already limited. Secondly, the finding. Equipement may be expensive, along with maintenence and having to refill the materials. Schools with higher funding could find this useful, but schools with lower funding may not be able to afford the printer. Meaning this tool is not equitable for all.

The image below is what a 3D printer looks like, which we got to see during class!

Here’s a link to an explaination of 3D printing for kids, if you’re planning on teaching about them:

Also helpful in learning the basics of 3D printing!

Week 4: Generative AI, Reflection 3

Check out this video for a quick explanation:

As future teachers, and because of the unpredictable nature of GenAI, we need to have some control on how our students use this tool. AI uses all platforms to form its responses, therefore the tool has harmful bias’ that kids may not understand nor need to know yet. Along with this, kids could be exposed to bullying, and a lack of privacy. To be safe, children should have a solid foundation of education before having access to GenAI. Roughly around high school would be appropriate to used this tool, supervised.

GenAI has only been around largely for the past couple years, and was first introduced to me during my post-secondary education. As I am navigating this tool, I have found it to be very useful in my education. When I first used this tool though, I did not have the understanding of how harmful it could be if used incorrectly. I have used GenAI for many different things, but the most helpful has been to sum up large amounts of text, to generate ideas and to create activity plans while working with children. I tutor K-12 students for work, and using GenAI has been amazing at helping me explain things in an easier way to children. For example, I can understand difficult math, but struggle explaining it to the kids for them to understand. Going forward, I am excited to see different ways this tool can help me in my career as a teacher!

Week 3: Learning Screencasting and H5P, Reflection 2.

Today, we learned how to make an interactive video while explaining a game. In my video, I chose to play the game Coconut Chaos, which is a great game to help teach children about musical notes. While recording, I found the screencasting part straightforward. In the past, when I have had to do virtual presentations while sharing my screen, I have used Zoom. In the future, screencasting is a tool that could be very useful in this situation, or for creating a pre-recorded lesson. As for H5P, I managed to add interactive parts to the video, but the installation was not intuitive. However, with more practice, this tool could be very useful to engage students in class. For example, sharing a video with the class and including multiple choice questions with H5P, allows students to answer and engage in the lesson.

Multi-media learning can help us create more engaging and effective instructional videos because there will be multiple modes of sharing information. For example, having a photo, text, and speaker is much more engaging than just a speaker. If there were to be just a speaker, the listener could get lost or bored not having anything to follow along with. As for using the Flipped Classroom teaching model, we value the time in class as hands-on learning instead of 50%-100% lecturing and lesson time. As teachers, we would give pre-class work therefore there is more time to work in class. Myself, wanting to teach grades 3-4, I could give them simple reading homework and have time to do interactive assignments about the story in class. Although, this method may be more effective with secondary or post-secondary students.