Sunday, December 16, 2012
Monday, December 10, 2012
Sunday, December 2, 2012
Using Technology to Meet CSTP Standards
Teachers today find themselves in an incredibly difficult
position. That technology has brought rapid and sweeping change to the world of
education is apparent. While not a
panacea, the use of technology in the classroom can bring dramatic changes to an
otherwise old and tired curriculum. What’s more, students have come to expect
some level of technology use in most aspects of their lives. Teachers dare not
allow their classrooms to be perceived as the only realm in which students are
prevented from using the technological mediums with which they are most
comfortable. However, lack of funding and often lack of support work against
many teachers. With limited resources, teachers must make the best use possible
of any technology that they can get their hands on. The more focused that
teachers can be in the use of technology to meet specific standards the better
the education students will receive.
In the video Differentiating
Instruction through Interactive Games (Edutopia 2012), the teacher,
Mr. Pronovost, demonstrated multiple ways to meet the first CSTP standard—engaging
and supporting all students in learning. Of course, the emphasis in this standard
is the teaching of all students, and
this is accomplished through differentiation. In particular, his students were
able to use a program called Dreambox which allowed his students to work at
their own pace. The software also adapted to the strengths and needs of each
student to create a truly customized learning experience. Teaching in this way
allowed Mr. Pronovost to spend a significant amount of time engaging with the
students that truly needed his help most. Overall, I think that this is a great
strategy, particularly in math and science disciplines. While I believe that I
could implement certain aspects of this methodology into my own classroom, I am
not sure how this software-driven approach would work with upper-level
mathematics.
In the same video, evidence was given of meeting the fifth
CSTP standard—assessing student learning. The various software programs in use
in the classroom required an 80% mastery rate before students were able to move
on to the next station or activity. This seems like a high percentage for
mastery, but it is likely appropriate for basic skills and lower grade levels.
Additionally, the requirement of a benchmark exam every six weeks was a great
addition to monitor the effectiveness of the program. In my environment, I
would need to administer the benchmarks at a much more frequent interval.
SETDA indicates the critical importance of producing
students that are “problem solvers and innovators; effective communicators and
collaborators; and self-directed learners” (Maximizing the Impact 3). This is
directly in line with the fourth CSTP—planning instruction and designing
learning experiences. Teachers must begin to take a different tactic with this.
The emphasis of the standard must be less on the lesson that the teacher will
present and more on how the teacher will plan a lesson that will allow students
to self-direct. Particularly with respect to helping students become self-directed
learners, it seems that technology-based teaching has a significant advantage
over other more conventional methods. In a large class, effective
differentiation is nearly impossible without the aid of technology that can customize
curriculum on a student-by-student basis.
Meeting the second CSTP standard—creating and maintaining
effective environments—is critical to student success. Mott Hall School was exemplary
in creating an environment that gave students many opportunities for
significant interaction through project-based learning (Edutopia 2012). The
level of student engagement was greatly increased by this classroom
environment. Since motivation and enthusiasm can be a struggle in a math
classroom, I would like to incorporate some aspects of project-based learning.
References:
Edutopia. "Differentiating
Instruction through Interactive Games (Tech2Learn Series).” YouTube. 2 December 2012.
State Educational Technology Directors Association (SETDA). Maximizing the Impact: “The pivotal role of
technology in a 21st century education system” Partnership for 21st Century
Skills. http://www.setda.org/web/guest/maximizingimpactreport.
2 December 2012.
Edutopia. “Science,
Technology, Engineering and Math (STEM) Projects Encourage Students to Excel.” YouTube.
2 December 2012.
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