As a Certified Educator for Digital Citizenship through Common Sense Media, I can’t express how Digital Citizenship is a timely and important topic for students, teachers, and school cultures. This year I worked with 3rd, 4th, and 5th grade students using Common Sense Media’s Digital Passport Modules to teach students about Digital Citizenship.
Digital Passport offers interactive modules for students to learn about different aspects of Internet Safety and Digital Citizenship.
The Modules included are:
Communication – Twalkers – the module discusses cell phone etiquette and safety.
Privacy – Share Jumper – the module discusses online safety with communication and passwords.
Upstander – E-volve – the module discusses standing up to a Cyberbully and appropriate behavior online.
Search – Search Shark – the module discusses effective searching on the internet.
Creative Credit – Mix-n-Mash – the module discusses how to give creative credit where credit is due with images, text, and music.
Students were eager to share connections, ask questions, and learn about Digital Citizenship. The interactive modules engaged them throughout the entire lesson and student applied their learning by creating a Public Service Announcement using the information they learned from Digital Passport and classroom discussions.
Currently, there are classrooms using River City, a multi-user virtual environment that was created by Harvard as part of a gaming in education grant for Science learning. River City is an engaging game in which students create an avatar in order to use their 21st Century Science Knowledge in the 19th Century. The program complies with Common Core Learning Standards and is now facilitated by Active Worlds.
Quest Atlantis is a multi-user 3-D gaming environment that provide many learning opportunities and is aligned to standards.
Mission US is a social studies/history gaming environment created by WXXI. Currently there are 3 gaming situations: For Crown or Glory, Flight to Freedom, A Cheyenne Odyssey. Each experience allows students to immerse themselves in the game. Teacher resources provided and aligned to standards.
There are numerous online gaming experiences focused on education:
Recently, WXXI stopped the production of Assignment The World, one of the longest running educational programs–ever. For 54 years, ATW would bring current events to classrooms in a 15 minute program.
To continue the tradition, Monroe #1 BOCES has created Assignment BOCES! a program that will be made monthly to highlight Global, National, and Local news. Each month we will highlight a local district and how students are using technology in the classroom. In addition, a Monroe #1 BOCES program will be highlighted.
If you have a student project or event that you would like to share, please contact Doreen Pietrantoni at email@example.com or Mark D’Annunzio at mark_d’firstname.lastname@example.org.
The 2013 Teaching, Learning, and Technology Conference was a great success again this year. We’ve continued to reach teachers from around the region in order to hold an immersive 2 day conference. Workshops such as Edmodo, Mission US, Smartboard, Appy Hours, and Flipped Classroom gave educations a hands on experience with a new or emerging technology.
The follow video is a highlight reel of the conference. Enjoy!
This summer I have co-facilitated 2 Project Based Learning Workshops (PBL), one focused on middle and high school and the other elementary. Teachers were engaged in the workshops and even asked for more time to spend together so they can roll up their sleeves and start planning.
The biggest misconception of classroom projects is that they are true PBL experiences. Most of the time that is not the case. Generally, classroom projects are activities or a series of activities that do not contain the elements of a PBL.
The region is alive with the tap, tap, tap of students and teachers interacting with mobile devices. Whether facilitating an Appy Hour workshop, Conducting an iPad Pilot, or working in districts as they move toward a more mobile learning environment, there is an excitement in the air. Students and educators are welcoming this new way to learn that allows for a student centered classroom in which the ownership of learning is on the holder of the device. Alan November discusses the ownership of learning in this article Don’t Plan For Technology: Plan For Learning
A common denominator of mobile device or one-to-one computer implementation is having achievable goals, appropriate budget, constant professional development and regular meeting of stakeholders. There are several interesting articles listed here – Keys To Successful Mobile Learning that detail how districts are slowly, but surely implementing a 1-to-1 computer, BYOD, or mobile device initiative.