Monday, November 18, 2013

A Helpful Versatile Tool For a Vocational Teacher - Mindmaps

The Mind Map can feature several types of links like pictures, text notes, URL-links, even to-do-lists (the latter function is yet underdeveloped with the tool I was using - mind42.com). Personally, I enjoyed a lot using mind maps in class. See 5 examples below.

 ANTHROPOLOGY
 Globalization
 CULTURE
 Cultural Types
 CULTURE SHOCK

Friday, November 1, 2013

Virtual Learning Environment to Emulate Real-Life Tasks for Learners

U.S. Military Technology Comes  to Schoolchildren

One of Morgan  Teacher Education Dept. professors, Dr. Nira Taru mentioned during our conversation about an outstanding facility available for teachers and students in Maryland, U.S. - Virtual Lab.


I seized on an opportunity to touch base with the guys there and managed to make an appointment. Here's what I saw.

Teachers are getting together to figure out how to promote technology for school instruction

Allow me to blabbermouth the history of facility.

To be consistent, Virtual Lab or Virtual Learning Environment was constructed on the premises of Chesapeake High School, Baltimore, MD, U.S.

Based on the information from their brochure, Chesapeake High School became a STEM Academy (Science, Technology, Engineering and Mathematics) after receiving a state grant in the amount of USD1.3 million which basically gave the steering committee a free hand in overhauling of the programs to better meet the needs of students in the shrinking global economy.

Laboratory
In following with Chesapeake's 21st century learning focus, instructional technology tools have been introduced to all classroom teachers. Every classroom is equipped with a wireless tablet, document camera and LCD projector. Every teacher receives a laptop computer. Other technology tools added to Chesapeake High School include mobile laptop carts for student use, electronic student response systems, TI-navigators, interactive computer panels, whiteboards, digital cameras, MP-3 players, FLIP video cameras, Vernier accessories, and Carnegie mathematics software for Algebra and Geometry. A brand new state-of-the-art television studio opened in 2011 for students in the Journalism/Communications pathway.
In addition, Web 2.0 initiatives have been integrated into every curriculum area and a "Bring Your Own Device" initiative has been introduced in 2012-2013. This will allow teachers and students to explore instructional applications for smartphones, iPads/tablets, and personal computers, among other electronic devices that students may own. The overall goal has been to introduce students to appropriate uses of  technologies and communication tools which mirror those they will be using within the global society and workforce.
Student's working place in the Laboratory

The Virtual Learning Environment (VLE) at CHS STEM Academy is a cutting-edge technology facility and was the first of its kind in any public school in the nation. In 2009, in cooperation with Johns Hopkins University, Chesapeake constructed and piloted an initiative that brought sophisticated military technology and customized educational software to the high school environment. Students have been introduced to a collaboration, communication and learning the way it goes in a professional world.
Now Chesapeake cooperates in developing projects with University of Baltimore and Breakaway Games, LLC.

The VLE is comprised of two unique rooms: the ARENA and the Laboratory, both offering whole group and individualized learning experiences. The ARENA is a replica of the Johns Hopkins University Applied Physics Laboratory in Columbia, MD.
The ARENA
A costly but indispensable console
This room was designed to immerse student groups in a 360 degree view of a virtual environment as they solve the curriculum-based project challenges. The ARENA also provides a video conferencing room and ten work stations, allowing for opportunities for students  to work in small groups as well as video conference with experts in universities, corporations and government. 
The AREENA
The Laboratory environment gives the opportunity for students to work individully and in collaborative pairs or small groups.

The three-monitor configuration provides a unique feature of this facility, and new ways to integrate the full features of the ARENA and Laboratory to enhance teaching, learning, and college and career readiness, are continually being explored.

A versatile teacher station which features accountability of what students are up with their devices

How Does Technology Answer Teaching Purpose?

How to Apply Technology to Engage Today's Students

 

                          It's millenium, guys, technology is ever-improving. 

We are daily introduced a kaleidoscope of breathtaking technological innovations. Brain does change, for the positive or negative. And any teacher must be aware of the shift. How can we foster this change to our learners' advantage?

 

There are more questions than answers. Personally, I have searched through most of the bookshelves at major bookstores. And I would appreciate if you share online resourses you find working.

Those are the questions that make me puzzed and the sources I have found.

1. What kind of learners do we meet today in the classroom?


Chances are as a teacher you have come across the following challenges:
- their impared motivation,
- troubleshooting mode of studies, lack of continuity,
- their mental withdrawal,
- failing to recognize the relevancy of the taught content to match their lives
- health complications, behaviour disorders, ADD

Sure enough, a lot of money circulates in this controversial market of artificial stimulants and pharmaceutical industry has armoured to "get our kids straightened".

Read here to know why Europe has been slower to adopt drugs to keep children focused.

This is the other pole of the technological era side-effects which, IMHO, we need to address like homeopaths wisely introducing technological baiths to fight common attention deficit, caused by overuse of devices.

2. How a teacher can keep from becoming a fossil? Educator's fitness program.



3. Edutainment. How not to slip into either education solely and gloomy nor to entertainment with no educational gain.

 

4. Make students hoot with laughter! Education can be fun, games in class.

 


 
Implementing the above findings daily can contribute to both parties of the learning-teaching process to grow emotionally, academically and metacognitively through the effective use of common sense and digital resourses.