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Category: Weekly Reflections

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Digital Devices- Bicycles for the mind or distraction machines?

This image is from our hands on time during class. I took some time looking into the brightness setting and moving my phone around, comparing the lighting at different angles and different spots of my room. I also found it neat that this app could create a record of how fast I was moving my phone each time.

This week we talked about Digital devices and compared whether they are “bicycles for the mind” or “distraction machines”. Personally, I believe that technology has created a great opportunity for students and teachers to use in a classroom setting. If used correctly, I think that devices can benefit any classroom in a variety of different age groups. These technologies can also be looked at through a negative lens and people may see devices as being disruptive, distractive and an opportunity that can impact students negatively. I do understand that they can become a distraction and that is why I emphasize the need for them to be used correctly and at the appropriate times.

Although these devices can create positives opportunities and engagements in the classroom, they could be seen as disruptive, distractive and a opportunity that impacts students negatively. Kids may think these devices can be used for the wrong reasons during class times like games or social media.

The link provided, science-journal  is a website version of the hands-on work we did in class. I think that this app would definitely work better with older students. I am interested in teacher students in grades 2-3 where I don’t see this resource to be a good fit. This resource would be too complex and I feel that it could potentially be a distraction to the concept of the lesson intended. Another drawback that we talked about was possible privacy or security issues. When students are new to using public websites/online media it is important that they keep their personal information aside to prevent any bigger issues.

Classroom Management

During this week’s class, Brittany Johnson was our quest speaker. She came to share with us her classroom management strategies that have worked for her. We talked about things like SEL check-ins, modeling, soft starts etc. 

Routine is a very important aspect of classroom management. It sets the students up so that they know what to expect and they can become more comfortable in the classroom. Brittany talked to us about SEL check in which stands for social and emotional learning. An example of this is like the check ins that we do as a class or the Inside Out one that was shared by her. The idea of these check-ins is a simple way to connect with you students right from the beginning of each class.

Brittany also took time to explain something that she has found as a positive experience for her students. She expressed the use of ‘soft starts.’ This idea is what helps students get into the classroom and begin their day with an easy self-instructed activity. This activity can be something that also transitions into the day’s activity or lesson. Brittany expressed that this routine could help students and the teacher to get everyone level and ready to learn. 

The idea of self-check-ins and soft starts can be beneficial for a wide range of students. I believe that even as students get older it is appreciated when the teacher considers how they are feeling and having an opportunity to talk about things that may be going on or how the teacher can help the students. Soft starts can be a positive addition for a wide range of students as well, although I do think that as students get older that may give them an opportunity to arrive late, knowing that they aren’t missing any important information/ instruction.

Brittany is a K-12 French Immersion educator. She uses these classroom management strategies in a variety of age groups. After reflecting in the paragraph above about how it could be harder to engage older students in soft starts, I went an did some research of my own. I found this website Soft start for older students that has soft start ideas that are more inclined to work with the older aged groups of students.

Educational games and coding

During this week class we learned about the concept of incorporating games and coding into the classroom. We watched some videos and looked at some articles to help us better understand the benefits as well as the disadvantages of using games and coding in a classroom. We took some time to try out simple games ourselves and learned how specific instructions are/ need to be in order for the player to make progress or learn what is being portrayed.

I was unable to insert a screenshot of my coding due to problems with the website.

Throughout my school years, I can only ever remember my experience computer class as very simple and student lead. I remember in younger years we use a website to learn how to help us type with two hands. We learned where keys are and how to place your hands so that you wouldn’t have to move them as much. When we would look at coding games it would generally be ‘Cool Math Games for Kids’ and nothing really lesson based that taught us a specific concept. As I got older, in middle school, we would have computer class, but it wasn’t engaging and I didn’t do things like coding or educational games it was more of lessons on how to use computer software’s like Word, Excel, etc. 

During hands on activity time in class, I was reflecting on how the games I was playing could be useful in the classroom. I found that some of them required less thinking and it was more of a free time. To play around with the activity. On the other hand I also found some games that required more thinking and problem solving. Computation thinking is the concept of using decomposition, pattern recognition, abstraction, and algorithm while problem solving. Computation thinking can help learners become better problem solvers through repetition and time spent working through problems/ obstacles throughout a game.

Gameplay in the classroom can be used as a tool to make traditionally less popular topics more engaging for some learners! Some concepts or topics taught in the classroom can be very hard for students to engage with. This goes for all subjects depending on the learner as well as how it is being taught. Gameplay gives another opportunity for students to engage with a lesson in a less formal and instructional way and it gives them time to try and find some ‘fun’ within the topic they are needing to learn. Although this is the case for some students, it is not beneficial for all types of learners!

Weekly reflection 7

Sketch-noting and Infographics!

This week we learned the benefits and disadvantages of sketch-noting and infographics. Sketchnotes are a way to take quick and understandable notes while listening to something like a lecture. This way of note taking is ‘dual coding’ which means you are taking in information through writing and making small sketch drawings along side your notes.

Below, I have included a photo of the sketches that I made during this weeks class. We used this website, Skill Building Workshop to learn quick ways to scetch drawings.

In class, I chose to make a sketch note for ESL students to learn English. I made sketch notes of different symbols of Canada like a Canadian goose. I also included a drawing of a notepad including the names of 3 places in Canada. Below is a photo of the sketchnoting that I did in this weeks class.

The SAMR theory of technology adoption can help teachers evaluate technologies that could be considered to use in a classroom. The SAMR stands for Substitution, Augmentation, Modification, and Redefinition. Without diving into each aspect of the SAMR Theory, each word stands for a different way that technology can change or enhance the learning of students with given tasks. The top two on the scale can enhance the learners learning without changing the way the information is given or received. whereas the bottom two give technology the ability to change tasks with redesign or make them completely new. Teachers can use this theory to help evaluate technologies they want to use by seeing where it aligns with the picture below.

Sketchnoting can be beneficial but it can also have its drawbacks. In the future I’m hoping to teach a lower elementary grade like grade 2-3. Learners in these grades are less likely to benefit from something like sketchnoting because it won’t be used in the classroom setting. The idea of sketch noting and Infograph’s would be more beneficial in classrooms with older students where they will be taking their own notes.

Making Photos and Videos Accessible

This week we learned about Assistive Technology and equity. It is very important that we make education more equitable for learners with a wide range of learning needs. While using technology to enhance aspects of the classroom there can be several benefits along with some drawbacks. During this class we also talked about how we can make our own websites more accessible. We can make it accessible by either using automated closed captioning tool or H5P to add text to boxes or labels through the video to convey the message you are communicating in text form.

Accessible photos allow the observer to see a visual representation of what is being read and/ or spoken about. Photos help teach lessons to a wide range of learners. The photo I included is a picture of my ukulele, this photo could help its observers understand what it looks like and its relative size. This is a good example of how accessible photos could be used in a music class/ lesson!

Accessible videos is another technology tool that can be used to help widen the range of learners that can benefit from the content. I have provided a video from YouTube that teaches people the parts of the Ukulele. The accessibility benefit with this video is the creator is talking along with physically showing the parts of the ukulele. He also enabled closed captions so that people can read along with him or refer back to written text.

A digital accessibility practice that I often see missed is alternative text for images or the enabled closed captioning on many videos! This is a drawback for learners that need the extra support/ learning aspect. While looking into different means of learning, a digital accessibility that surprised me is the lack of closed captions available in videos.

Week 5 Reflection

3D Printing and Design

This week we learned about 3D printing and Design. We all got to create our own 3D design in class using Tinkercad, https://www.tinkercad.com/dashboard. Tinkered is a free and easy website to use to make your creations that will be able to be printed with a 3D printer. During this weeks class, I made a keychain with the letters “A, X, O” which stands for letters of the Greek alphabet.

3D printing can be used in cross-curricular activities. For example, while our class was in the digital scholarship commons, we got to see 3D printed dice with indigenous letters on them. The idea of dice could also be used in severall types of games in the classroom. This could include number games, letter games etc. that need a dye or dice! It would be neat for students to create their own pieces to a potential learning game within the classroom.

The idea of 3D printing and design being a part of the education system holds its own positives and negatives. I think that a strong negative is funding along with safety. As time goes by hopefully the printers can become more accessible. The safety aspect really varies depending on the age range of students that you are trying to work with. Although there are some negatives, the positives do outweigh them. Having 3D printing available in classrooms produces more opportunities for the teachers and students. It also helps build students creativity. While working with younger students this can be used to build things like shapes, and other physical objects that they can use for more hands-on learning. While working with older students you could create an opportunity for them to physically produce their own ideas to be printed like we did during class this week.

Reflection Week 4

This week we learned about GenAI. We discussed the positives along with the negatives and how GenAI affects different age groups in a classroom setting. GenAI could be useful if you are using it for the right things.

We talked about how it works. GenAI produces results based on the amount of data that it has accumulated in different areas. This results in limitations on what GenAI is able to do for us. It can pick up fake news and misinformation when it is accumulating its data. For example, GenAI struggles with math problems due to the complexity. Past history has shown that when giving an AI a word problem they can come up with something that has nothing to do with the problem itself. another possible negative could be in a classroom setting where students get a hold of this technology in means to use it for cheating on assignments. I have specifically seen this done with writing assignments likes essays or math problems. When students use this in hopes to get things done faster and “easier” it often turns into a negative result like a lower grade.

Although there are some negatives when working with technology like GenAI, it can have its positives as well. This could be beneficial in a classroom setting with younger students when a teacher is trying to create lesson plans. It could also help students and teachers generate base ideas that the teacher and the students can elaborate form afterwards.

After class I took some time looking into Generative AI some more. I found this website https://itrexgroup.com/blog/pros-and-cons-of-generative-ai/. This website talks about the benefits, challenges and limitations of using generative AI. I found some concepts that didn’t get talked about in class as much like the positives of AI including enhanced creativity and cost optimization. The challenges and limitations that I read about in this website were all spoken upon during class on Friday but this reading helped me learn about it in more detail.

Reflection week 3

This week we learned about multimedia design principles. We learned the benefits of using visual along with auditorial engagement. As long as we as teachers don’t overload our learners with too much multimedia in your videos/ slide presentations etc. then this theory should be effective. When a learner receives a visual and an auditorial lesson at the same time it helps the reader understand what is being represented. when there is too much text or non relevant photos included in a lesson, it can direct or disengage the students you are trying to teach.

We also looked into H5P interactive tool. This tool can help us create interactive videos to add to our blog posts as well as in slides for a classroom. This interactive tool adds things like replay and skipping forwards into the video itself. This interactive tool could be useful with the right age group. For example the ability to reply, or skip forwards helps the learners work at their own pace and be able to re listen or watch to refresh the activity. If this is used with the wrong age group, it can have more of a negative impact on the lesson. As stated before students can become distracted.


Another thing we looked into was a flipped classroom. A flipped classroom is possible but not gaurnteed to be effective in younger aged students. For example, in a grade 3 classroom it could work as long as it works for all the learners and is done in a simpler stance compared to older age students. I do think that this idea would be more effective in older aged classroom where students can work more effienctly in groups to reach specific conclusions. Students have many different learning styles that work for them. If a flipped classroom style is one of them then there would be lots more hands-on learning opportunities for students. When teaching a lesson whether it be reading, writing, or math, these subjects need to be more interactive. This could include videos, conversation and for example math games.  There are pros and cons to this approach. I definitely feel like it would be harder in a younger classroom just because they may not understand things without a more direct approach. But, it could be good to capture another aspect/ way of learning.

For this weeks reflection I created a tutorial video on how to play Papa’s Cupcakeria!

Reflection Week 2

While watching this video it was neat to see how the education world has changed and improved throughout time. I do believe that we as future teachers need to reimagine education. This is not a change that can happen in a day but with trial and error this is a change that could have many benefits to the future generations. Something we need to keep in mind is that something that may work for one person may not work for another. We need diversity in our ways of teaching along with our teaching environments.

As I reflected before, change may not be able to happen right away. There will be obstacles that educators need to get through in order to change the pedagogy. New ways of thinking are a part of the unknown, they are experimental. Parents and authorities may not agree with this change but over time the positives will be revealed, it just takes time.

A learning plan approach can be scary as it is less structured and new! On the flip side, learning plans give new outlooks on teaching and learning ideas. The idea of trying new things like not doing written, multiple choice exams and instead finding better ways to show off the students capabilities is a lot more beneficial for both the student and their educator. Parts of this movie reminded me of our own seminar meetings. When everyone was sharing what they were thinking and everyone was learning from each other. When students get the opportunity to share what they are thinking on their own terms and are in encouraged to, it helps them become more confident in themselves.

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