Sunday, September 18, 2011

Digital Citizenship

Having a good digital citizenship reputation is just as important as a regular reputation because it represents the person you are. In the technological world we live in today it has as much value as a regular reputation. It is a representation of who you are.

Week 4 Thinkport

After reviewing http://www.thinkport.org/Tools/Search/Default.aspx?Keywords=simulations and investigating some of the simulations, I found that it could be very useful in the classroom. It is yet another way to use technology in the classroom and make learning more fun. I looked at a Lemonade Stand simulation that would be great to teach the kids real world math. In addition, I review a Tangram game simulation that would be great to use as an extention to teaching tangrams, because it is hard to understand unless it is taught in an interactive way.

Thursday, September 1, 2011

Software reviews

After looking over each of the websites I decided that I would probably use www.educationworld.com when considering software for my students. I also like www.superkids.com, which looked to contain the largest number of titles. Education world seemed to be the most recently updated since they provide a weekly newsletter. I did not see that any of the sites included revews submitted by site visitors.

Web 2.0

This week I have been working with Glogster, Animoto, and classtools.net. I loved classtools.net. I feel that students would love the idea of playing games to learn. Animoto was my next favorite. I found it easy to use and could provide information in a new and interesting way. Glogster was my least favorite. However, it could be because it was the first time I had used it.

Concept Map Organ Systems


Game from classtools.net

http://classtools.net/widgets/quiz_0/rbFmE.htm

Glogster Organ Systems

http://staciterrell.edu.glogster.com/organ-systems-of-human-body/

Animoto Organ Systems

Organ Systems of Human Body

Game from classtools.net

http://classtools.net/widgets/fruit_machine_2/o5kWF.htm
Sit a student with their back to the screen.  When a word appears, their partner has 30 seconds to get them to guess the word.  Teams get points based on seconds left.