Post on 30-Jul-2015
transcript
Blended Learning
Julia CrumSeton Hall University
March 2015
FACT
• According to the Education Software
Association’s 2014 report, 59% of Americans play video games.
Entertainment ≠ Education
• Some assume that since students have had exposure to gaming, they are ready for the digital word
• Experience with digital entertainment ≠ readiness for digital education
• Students need more exposure to educational tools and resources in order to be successful in today’s highly technological industries.
Resistance to Change
• Some teachers find it difficult to implement technology into the classroom because they have been teaching without it for so long, and they are nervous to try something new.
Zimmerman, 2006
Overtesting
• Overtesting has caused some teachers to hesitate to include technology in everyday lessons
• 30% of teachers do not use computers in the classroom because the state test is handwritten
(Zhou 2007)
ISTE Recommendations
• Evidence suggests that the integration of technology in the classroom is linked to student achievement.
• School administrators should ensure that technology is being used to support the curriculum at the local level.
ISTE Policy Brief, 2008
Implementing Technology in the Classroom
Blended Learning
Instruction is led by an instructor and supported through the use of technology.
+TeachThought.com, 2015
A Little More Information…
Missouri’s eMINTS Program
• Focuses on innovative instructional processes, and supporting elementary teachers to develop student-centered, inquiry-based instructional practices through multimedia and computer technology.
ISTE Policy Brief, 2007
Percent of Fourth Grade Students Scoring Proficient or Advanced in Mathematics: Students in eMINTS
Classrooms vs. Students in Non-eMINTS Classrooms, 2001-2005
2001 2002 2003 2004 200505
101520253035404550
Percent of Students in eMINTS Classrooms Scor-ing Proficient or Advanced Percent of Students in Non-eMINTS Classrooms Scoring Proficient or Advanced
ISTE Policy Brief, 2007
Michigan’s Freedom to Learn Program
• Provides laptops for students• High engagement in work among students• Math and science achievement has increased
significantly
ISTE, 2007
Texas Immersion Pilot
• Reductions in discipline problems • Increases in student technology proficiency and
use• Large increases in math scores
ISTE, 2007
Iowa’s State Educational Technology Directors Association
• Comprehensive, scientifically based and sustainable professional development system for elementary and middle school reading and math.
Preliminary test results indicate significant increases in test scores:
ISTE, 2007
Subject Grade Level Increase
Math 8 14
Math 4 16
Reading 4 13
Rafael Hernandez School
• 256 Chrome Books have recently been purchased and they are on portable carts! Students can use them as tablets and laptops.
• Consult Technology Coach for additional resources and ideas.
Measuring Up Live
• Measure student growth by standard via this website.
• Assign students tasks aligned to standards that they need additional practice working through.
Measuringuplive.com, 2015
Class Dojo
Newsela
• Assign articles in accordance with students’ Lexile levels
Getkahoot.com
• Students compete with online response question answering system.
• Promotes excitement and competition in the classroom.
Blended Learning