First of all, I want to explain a few definitions that I've learned about social learning. Dr. Orey states that connectivism is where "knowledge resides in the patterns of how different concepts are networked" (Connectivism as a Learning Theory) and C. Davis, E. Edmunds, & V. Kelly-Bateman describe connectivism as "driven by the understanding that decisions are based on rapidly altering foundations" (Connectivism Online Book). Cooperative learning is defined as "students working together to attain group goals that cannot be obtained by working alone or competitively" (G. Palmer, R. Peters, & R. Streetman, Cooperative Learning Online Book). And finally, Dr. Orey states that social learning is "students actively engaged in constructing artifacts and conversing with others" (Social Learning Theories). All of these terms are related in that students are working together towards a common goal or objective.
There are many, many technology resources that can be used in group work. Some of these include powerpoint, wikis, blogs, instant messaging, video, and webquests. H. Pitler, E. Hubbell, M. Kuhn, & K. Malenoski separate these technology resources into 3 categories. The first is multimedia, which includes creating a video (movie) and other strategies which combine sounds and visuals. They discuss how pre-planning is an important component of successful group work and how rubrics can be utilized for group and individual evaluation. Also, cooperative teaching can be utilized as an end product. The second category is web resources, which includes "Ask an Expert" websites, keypals (email pen pals from far away), webquests, website creation, collaborative organizing (shared calendars, shared bookmarking, and course management), and web-enabled multiplayer simulation games. The third category is communication software, which includes blogs, wikis, instant messaging, and other Web 2.0 resources (Using Technology with Classroom Instruction that Works).
Social learning theories are all about students learning to work together to learn and organize new knowledge to form understanding. Students need to have multiple opportunities in the classroom to practice group work. Dr. Orey states that "teaching others (peers) helps cognition and understanding" (Social Learning Theories). The group work usually involves teacher prepartion, breaking the students into small groups, researching and organizing content, and teaching the class about what they discovered. This is an emmersive process, where students are creating an artifact and displaying it for the whole class to see and learn about. Teachers must be prepared to organize and follow-up with the groups to make sure everyone is doing their part and not wasting time. Deadlines need to be set-up and each member of the group needs to be responsible for getting their work done on time.
In conclusion, there are many benefits of social learning, such as encouragement, discussing and validating answers, bouncing ideas off each other, student empowerment, individual accountability, increased motivation, and aiding each other during the project. Students need to be able to work with others because they will be doing that for their lifetime. They need to be able to work collaboratively to solve problems and work towards a common goal. Social learning is student-centered and the teacher aides, extends the learning, and provides feedback, but is not necessarily in charge of the learning. We teach students of various interests and backgrounds, with social learning we need to take advantage of this in how we group students and their roles within the group. Group work gives the students a "sense of ownership" when the product is constructed and "each group member's mark is on the final outcome" (B. Kim, Social Constructivism). Social learning creates real-life, meaningful learning experiences that children will remember.
Wednesday, July 29, 2009
Wednesday, July 22, 2009
Constructivism in Practice

I really enjoyed learning about constructivism and its uses in the classroom. I use project-based learning for the majority of my lessons in Art. So, I am very familiar with this concept and its success for subject matter retention. Seymour Papert, renowned expert on children and computing, asserts that "engaging students by starting with the concrete and solving hands-on, real-world problems is a great motivator" (D. Curtis, Edutopia: Project Learning). In this theory, the teacher serves as a facilitator, collaborator, and guide and students are free to explore curriculum, construct their own knowledge, and learning even becomes more cross-curricular. Dr. Orey states that "each individual actively constructs his/her own meaning" and "people learn best when they build an external artifact or something they can share with others" (Constructionist & Constructivist Learning Theories dvd). It is all about hands-on learning activities and projects, where students often collaborate and work together, assemble data, and assemble visual artifacts.
My thoughts on how the instructional strategies described in the resources explored this week correlate with the principles of constructivist constructionist learning theories:
All of the instructional strategies explored this week dealt with project-based, problem-based, and inquiry-based learning. Students are involved in constructing an artifact to share with peers. Some of the instructional strategies included student-created powerpoint presentations, student-created websites, blogs, and wikis, using software programs that "build" a learning artifact, Webquests, and other projects that utilize technology in the construction of a final product. An example of an instructional strategy that correlates with the constructionist theory is students working together ingroups of 2-3 constructing a poster or powerpoint on a particular artist, using online images, online research, and word processing.
Generating and Testing Hypothesis - reflection:
"When students generate and test hypotheses, they are engaging in complex mental processes, applying content knowledge like facts and vocabulary, and enhancing their overall understanding of the content" (H.Pitler, E.Hubbell, M.Kuhn, & K.Malenoski, p.202). This instructional strategy works with real-world problems and uses a variety of structured tasks that guide students to an answer. Technology can be used in this strategy through the use of spreadsheets, data collection tools, interactive applets and simulations, and other Web resources. Using technology, students "showed overwhelming enthusiasm while learning the material" (H.Pitler, E.Hubbell, M.Kuhn, & K.Malenoski, p.214) I do not use this particular instructional strategy much in Art, but it is good for other content areas and allows students to successfully engage in content learning.
In conclusion, this theory's basic assumption is that students learn best when the learning is student-centered, exploratory in nature, has multiple options and learning tasks, collaborative, and is real-world focused. Problem-based inquiry "provide students with strategies and experiences that empower them to become critical consumers of info. and tackle authentic problems through group problem-solving. Teachers should take the responsibility for facilitating learning so that analysis, synthesis, evaluation, and extension of info. by students assumes its proper role" (E. Glazer, Problem Based Instruction). When this takes place, instruction becomes "more creative, personalized, hands-on, meaningful, and effective for all participants" (S.Han & K. Bhattacharya, Constructionism, Learning by Design, and Project Based Learning).
My thoughts on how the instructional strategies described in the resources explored this week correlate with the principles of constructivist constructionist learning theories:
All of the instructional strategies explored this week dealt with project-based, problem-based, and inquiry-based learning. Students are involved in constructing an artifact to share with peers. Some of the instructional strategies included student-created powerpoint presentations, student-created websites, blogs, and wikis, using software programs that "build" a learning artifact, Webquests, and other projects that utilize technology in the construction of a final product. An example of an instructional strategy that correlates with the constructionist theory is students working together ingroups of 2-3 constructing a poster or powerpoint on a particular artist, using online images, online research, and word processing.
Generating and Testing Hypothesis - reflection:
"When students generate and test hypotheses, they are engaging in complex mental processes, applying content knowledge like facts and vocabulary, and enhancing their overall understanding of the content" (H.Pitler, E.Hubbell, M.Kuhn, & K.Malenoski, p.202). This instructional strategy works with real-world problems and uses a variety of structured tasks that guide students to an answer. Technology can be used in this strategy through the use of spreadsheets, data collection tools, interactive applets and simulations, and other Web resources. Using technology, students "showed overwhelming enthusiasm while learning the material" (H.Pitler, E.Hubbell, M.Kuhn, & K.Malenoski, p.214) I do not use this particular instructional strategy much in Art, but it is good for other content areas and allows students to successfully engage in content learning.
In conclusion, this theory's basic assumption is that students learn best when the learning is student-centered, exploratory in nature, has multiple options and learning tasks, collaborative, and is real-world focused. Problem-based inquiry "provide students with strategies and experiences that empower them to become critical consumers of info. and tackle authentic problems through group problem-solving. Teachers should take the responsibility for facilitating learning so that analysis, synthesis, evaluation, and extension of info. by students assumes its proper role" (E. Glazer, Problem Based Instruction). When this takes place, instruction becomes "more creative, personalized, hands-on, meaningful, and effective for all participants" (S.Han & K. Bhattacharya, Constructionism, Learning by Design, and Project Based Learning).
Wednesday, July 15, 2009
Cognitivism in Practice
The Cognitive learning theory is an information processing model that deals with memory (long and short term) and how we obtain and store information. Dr. Orey talks about the components of this theory such as how "people can only process 7 +/- pieces of info. at a time, how long-term memory is stored in networks of connected info., info. is stored as images and text, in which informational images are very powerful in learning, and experiences including the multiple senses and connected to prior knowledge are so important for learning to take place." Using cognitive technology tools in the classroom has a powerful impact, where students learn "with" as opposed to "from" computers. Cognitive technology tools have various roles, from information seeking, to information presentation, to knowledge organization, to knowledge integration (B. Robertson, L. Elliot, & D. Washington, Cognitive Tools). When students work with computer technology, the computer enhances their thinking and learning, causes them to think about info. instead of reproducing and/or recalling info., facilitates the attainment of learning goals and objectives, and what I think is the most important, motivates and engages learners through realistic, contextual, varied, and higher-thinking learning processes (B. Robertson, L. Elliot, & D. Washington, Cognitive Tools).
Reflection on Cues, Questions, & Advance Organizers:
This instructional strategy is primarily a pre-learning strategy. It helps the teacher gauge what the students already know about a concept, helps students connect to prior knowledge, and previews the learning that is to come. It may include powerpoints, educational videos, and preliminary research on a topic to motivate and engage students. Advance organizers are important technology tools to use because they connect to prior learning, help students brainstorm, often include "essential questions" which use critical and higher-order thinking to produce deeper learning, organize info., and can be used during learning to add new concepts and vocabulary as it is being introduced (H.Pitler, E. Hubbell, M. Kuhn, and K. Malenoski). In my art classes, I often use graphic organizers, similar to concept maps/advance organizers on the dry erase board to connect vocabulary and content. In the near future, I plan on incorporating more technological graphic organizers that include multimedia for pre-learning activities to engage and motivate students.
Reflection on Summarizing and Note Taking:
I never use summarizing or note taking with my elementary art classes. But, this instructional strategy works well for middle and secondary students. It focuses on "enhancing students' ability to synthesize info. and distill it into a concise new form" (H. Pitler, E. Hubbell, M. Kuhn, & K. Malenoski). It discusses different word processing applications which involves rule-based summarizing, the AutoSummarize tool, and outline/note-taking formats. It also discusses the powerful communication software of wikis and blogs.
Reflection on Concept Maps & Virtual Field Trips:
Dr. Orey explains concept maps as "replicating the network model of memory." They are graphical tools that organize and link ideas to each other. From what I have learned, I can use these maps to connect any new concepts to prior knowledge and use informational images and online multimedia links to elaborate on new concepts. A concept map is "at once simple, but also elegantly complex with profound meanings. Learners are actively engaged in the meaning building process, an essential requirement for meaningful learning to occur" (J. Novak, A. Canas, Concept Maps article).
Virtual field trips are awesome! They provide an opportunity to go where students will probably never get to visit and see physical sites and artifacts that engage learners in critical thinking. I can use virtual field trips to various art museums around the world and involve students in critical thinking through viewing many different works of art. The can compare and contrast artoworks, view and analyze the architecture of various buildings around the world, and be engaged in creating their own trips.
How these technology resources relate to the Cognitive learning theory:
All of these resources deal with connecting new concepts to prior knowledge and processing new information. We want our students to engage in concrete experiences and "emersive" learning experiences as much as possible. These technology resources do that and also build off prior knowledge, engage and motivate learners through technology use, involve the brain and memory, and involve higher order thinking.
Reflection on Cues, Questions, & Advance Organizers:
This instructional strategy is primarily a pre-learning strategy. It helps the teacher gauge what the students already know about a concept, helps students connect to prior knowledge, and previews the learning that is to come. It may include powerpoints, educational videos, and preliminary research on a topic to motivate and engage students. Advance organizers are important technology tools to use because they connect to prior learning, help students brainstorm, often include "essential questions" which use critical and higher-order thinking to produce deeper learning, organize info., and can be used during learning to add new concepts and vocabulary as it is being introduced (H.Pitler, E. Hubbell, M. Kuhn, and K. Malenoski). In my art classes, I often use graphic organizers, similar to concept maps/advance organizers on the dry erase board to connect vocabulary and content. In the near future, I plan on incorporating more technological graphic organizers that include multimedia for pre-learning activities to engage and motivate students.
Reflection on Summarizing and Note Taking:
I never use summarizing or note taking with my elementary art classes. But, this instructional strategy works well for middle and secondary students. It focuses on "enhancing students' ability to synthesize info. and distill it into a concise new form" (H. Pitler, E. Hubbell, M. Kuhn, & K. Malenoski). It discusses different word processing applications which involves rule-based summarizing, the AutoSummarize tool, and outline/note-taking formats. It also discusses the powerful communication software of wikis and blogs.
Reflection on Concept Maps & Virtual Field Trips:
Dr. Orey explains concept maps as "replicating the network model of memory." They are graphical tools that organize and link ideas to each other. From what I have learned, I can use these maps to connect any new concepts to prior knowledge and use informational images and online multimedia links to elaborate on new concepts. A concept map is "at once simple, but also elegantly complex with profound meanings. Learners are actively engaged in the meaning building process, an essential requirement for meaningful learning to occur" (J. Novak, A. Canas, Concept Maps article).
Virtual field trips are awesome! They provide an opportunity to go where students will probably never get to visit and see physical sites and artifacts that engage learners in critical thinking. I can use virtual field trips to various art museums around the world and involve students in critical thinking through viewing many different works of art. The can compare and contrast artoworks, view and analyze the architecture of various buildings around the world, and be engaged in creating their own trips.
How these technology resources relate to the Cognitive learning theory:
All of these resources deal with connecting new concepts to prior knowledge and processing new information. We want our students to engage in concrete experiences and "emersive" learning experiences as much as possible. These technology resources do that and also build off prior knowledge, engage and motivate learners through technology use, involve the brain and memory, and involve higher order thinking.
Wednesday, July 8, 2009
Behaviorism in Practice
What is Behaviorism -
M. Standridge states "Behaviorism is primarily concerned with observable and measurable aspects of human behavior. In defining behavior, behaviorist learning theories emphasize changes in behavior that result from stimulus-response associations made by the learner" (Behaviorism Online Book). For example, when the paddle comes out, the kids know to be on their best behavior or they will get spanked.
Reflection on "Reinforcing Effort" and "Homework and Practice" instructional strategies-
With reinforcing effort, the goal is to make the students "understand the relationship between effort and achievement by addressing their attitudes and beliefs about learning" (Pitler, Hubbell, Kuhn, & Malenoski). I think that reinforcing effort is very important because it helps the students to understand that if they work hard and give their best, they will be successful. Using rubrics that emphasize effort, using spreadsheets and tools that track grades and correlate effort to achievement, and showing the students data, helps students realize that effort does count and is important in the learning process. "Many attribute their success or failure to external factors" (Pitler, Hubbell, Kuhn, & Malenoski). We need to use these visual ways of demonstrating to students that effort and achievement are very much connected.
"Homework and practice give students a chance to review and apply what they have learned" (Pitler, Hubbell, Kuhn, & Malenoski). I agree with the book, that homework should have a specific and clear purpose and outcome, be varied, and increase the student's understanding of a skill or concept. There are many technology resources that can be incorporated into homework and practice such as using word processing applications, spreadsheets, and multimedia, such as online educational games and interactive simulations.
Behaviorism deals with observable behaviors and stimulus-response applications. Using free web resources, including drill and practice, tutorials on various concepts and subject areas, remediation software, educational games, and interactive simulations and labs, behaviorism is currently in practice and being used my educators and students. Also, teachers use behaviorism in the classroom for behavior management, with the use of reinforcement and punishment. Teachers use behavior management strategies such as moving a clip when misbehavior occurs, time on the wall at recess, detention, and behavior contracts, that incorporate this behaviorism approach.
In conclusion, I use behaviorism in my classroom for behavior management ("time on the wall"), using the Jumpstart Artist educational concept learning software, which incorporates a game-like presentation and rewards for accomplishing various levels and learning concepts, and rubrics for art projects which reinforce effort. Occasionally, I give homework in art to practice and reinforce a concept.
M. Standridge states "Behaviorism is primarily concerned with observable and measurable aspects of human behavior. In defining behavior, behaviorist learning theories emphasize changes in behavior that result from stimulus-response associations made by the learner" (Behaviorism Online Book). For example, when the paddle comes out, the kids know to be on their best behavior or they will get spanked.
Reflection on "Reinforcing Effort" and "Homework and Practice" instructional strategies-
With reinforcing effort, the goal is to make the students "understand the relationship between effort and achievement by addressing their attitudes and beliefs about learning" (Pitler, Hubbell, Kuhn, & Malenoski). I think that reinforcing effort is very important because it helps the students to understand that if they work hard and give their best, they will be successful. Using rubrics that emphasize effort, using spreadsheets and tools that track grades and correlate effort to achievement, and showing the students data, helps students realize that effort does count and is important in the learning process. "Many attribute their success or failure to external factors" (Pitler, Hubbell, Kuhn, & Malenoski). We need to use these visual ways of demonstrating to students that effort and achievement are very much connected.
"Homework and practice give students a chance to review and apply what they have learned" (Pitler, Hubbell, Kuhn, & Malenoski). I agree with the book, that homework should have a specific and clear purpose and outcome, be varied, and increase the student's understanding of a skill or concept. There are many technology resources that can be incorporated into homework and practice such as using word processing applications, spreadsheets, and multimedia, such as online educational games and interactive simulations.
Behaviorism deals with observable behaviors and stimulus-response applications. Using free web resources, including drill and practice, tutorials on various concepts and subject areas, remediation software, educational games, and interactive simulations and labs, behaviorism is currently in practice and being used my educators and students. Also, teachers use behaviorism in the classroom for behavior management, with the use of reinforcement and punishment. Teachers use behavior management strategies such as moving a clip when misbehavior occurs, time on the wall at recess, detention, and behavior contracts, that incorporate this behaviorism approach.
In conclusion, I use behaviorism in my classroom for behavior management ("time on the wall"), using the Jumpstart Artist educational concept learning software, which incorporates a game-like presentation and rewards for accomplishing various levels and learning concepts, and rubrics for art projects which reinforce effort. Occasionally, I give homework in art to practice and reinforce a concept.
Saturday, April 25, 2009
Week 8 - Reflection
- In what ways has this course helped you to develop your own technology skills as a professional teacher? I have learned how to create a wiki, blog, and podcast to use for educational purposes. I learned many of the technical skills related to the creation of the above, such as editing skills, how to add images and text, and how to format. I've also learned a few things from the course discussions, such as Sparknotes (a great online technological resource for students), Fugleflicks (a great podcast resource site for art educators), and have explored many different blogs that I will continue to use for professional development resources and general knowledge resource.
- In what ways have you deepened your knowledge of the teaching and learning process? I have learned about the importance of incorporating the 21st century skills into daily content lessons. I have learned what the 21st century skills are and how to utilize them in the classroom in various ways. The teacher now-a-days needs to become more of a facilitator and source of support and knowledge for students. He/she needs to utilize 21st century skills and technology in the teaching of content. Many opportunities need to be presented to students, so that students become more self-directed and in charge of their own learning. We need to encourage, challenge, and provide opportunities for our students to become more engaged in the learning process by offering them fun, educational activities that involve technology and learning content skills.
- In what ways have you changed your perspective from being teacher-centered to learner-centered? I feel that in most of my lessons I provide learner-centered activities and projects. My perspective has not really changed that much. I never lecture my students and often offer many collaborative, self-directed art projects. I have always looked to my students for inspiration, new ideas, and their input for designing and implementing various content lessons. Usually I'm only their for direction, support, as a guide, and director. I totally believe that learning should be learner-centered. If we don't look at our students as sources of new information and use their interests and expertise in technology in the classroom, we lose their interest and when we lose their interest, our hard work and their learning is not successful.
- In what ways can you continue to expand your knowledge of learning, teaching, and leading with technology with the aim of increasing student achievement? I will continue to take professional development classes in technology. This summer the Tri-County Educational Service Center, which services our school district, is offering 10+ free classes for teachers on a variety of educational topics, including many in different classroom technology skills and programs. I am also helping our district technology director with taking apart the old computers and she is teaching me the external and internal parts of a computer. She has many years of technology experience and she is teaching me a lot about technology, technology problem solving skills, and how to use many technology resources in my classroom. She is a good friend of mine! I am constantly reading and looking for ways to integrate new technologies and online resources into my content lessons. Every time I teach a lesson, I try to add new technology resources to it to increase student achievement and motivation.
- Set two long-term goals (within two years) for transforming your classroom environment by which you may have to overcome institutional or systemic obstacles in order to achieve them. How do you plan to accomplish these goals? One of my goals for next school year is to teach content to each grade level that I teach using Jumpstart Artist computer software. This year our PTO (parent-teacher organization) purchased this program for all of our computer lab computers. I have a plan to sequentially teach content using this fun educational software starting in grade 1 and progressing each year through grade 4. One obstacle that I've faced this year is scheduling the lab. I'm going to overcome this obstacle by teaching in the lab one grade level at a time. For example, only 1st grade in September, 2nd grade in November, 3rd in March, and 4th in May. By scheduling the lab only one grade level at a time, it may reduce the problems that I've faced trying to schedule grades 1-3 in one month. Another goal is to utilize blogs, wikis, and podcasts in my lessons next year when the opportunity arises. I'm going to look at each content lesson and try my best to integrate these technology resources into the lessons. I'm definitely going to teach my high school Art 1 class how to develop a collaborative wiki to research and provide information on various artists to share with the class.
Additional reflection/comments: I really enjoyed the discussion aspect of this class. I enjoyed reading, reflecting, and commenting each week on various topics. Reading other people's posts and sharing, discussing, and adding to the discussion was great and gave me a lot of knowledge and new information from my peers in this class.
I feel that my technology and knowledge has grown from my first week of this class till now. I've learned many new things and how to integrate them into my classroom and the importance of integrating them into my classroom.
I really enjoyed this class and learned a lot! Thanks, Becky DePuy
Saturday, April 4, 2009
Friday, April 3, 2009
Application 5 - Podcast Assignment: Profiling the Students of Today

Results of my student survey through SurveyMonkey.com
28 students - 2nd and 3rd graders.
1. How many hours a day do you watch tv?
none 0% - o responses
less than 1 hour 21.4% - 6 responses
1 hour 14.3% - 4 responses
2 hours 25% - 7 responses
3 hours 7.1% - 2 responses
4+ hours 32.1% - 9 responses
2. Do you use a cell phone daily?
Yes - 29.6% - 8 responses
No - 70.4% - 19 responses
1 skipped question
3. Do you, on a weekly basis, use a computer to complete homework?
Yes - 10.7% - 3 responses
No - 89.3% - 25 responses
4. How many hours per day do you spend on the computer?
No computer 0% - 0 responses
Not allowed to use computer 25% - 7 responses
Less than 1 hour 42.9% - 12 responses
1 hour 17.9% - 5 responses
2 hours 3.6% - 1 response
3 hours 7.1% - 2 responses
4+ hours 3.6% - 1 response
5. What do you do most on the computer?
Play games 81.5% - 22 responses
Surf the web 7.4% - 2 responses
Chat with friends 3.7% - 1 response
Email 0% - o responses
Homework help 7.4%- 2 responses
No computer 0% - o responses
6. What types of technology do you have at home?
Computer 89.3% - 25 responses
Cell phone 71.4% - 20 responses
Iphone 14.3% - 4 responses
Video Games 75% - 21 responses
TV 92.9% - 26 responses
Ipod or Mp3 player 85.7% - 24 responses
7. What types of technology do you often use in school?
Whiteboard for computer 70.4% - 19 responses
Projector / Screen 51.9% - 14 responses
Computer in Classroom 48.1% - 13 responses
Elmo 70.4% - 19 responses
Overheard Projector 48.1% - 13 responses
8. What is your favorite way to learn?
Reading 33.3% - 9 responses
Using a computer to research 3.7% - 1 response
Video / DVD 44.4% - 12 responses
Talking about a subject 22.2% - 6 responses
Other - Video Games -1 response
9. Do you feel that you know how to use a computer well for internet and other applications?
Yes 85.7% - 24 responses
No 14.3% - 4 responses
10. Checkmark the technology that you have used?
Computer 96.4% 27 responses
Printer 60.7% 17 responses
Scanner 21.4% 6 responses
Wiki 25.0% 7 responses
Blog 25.0% 7 responses
Email 60.7% 17 responses
Chat / Instant message / Text message 60.7% 17 responses
Video Games 85.7% 24 responses
Video Camera 57.1% 16 responses
Digital Camera 42.9% 12 responses
Computer 96.4% 27 responses
Printer 60.7% 17 responses
Scanner 21.4% 6 responses
Wiki 25.0% 7 responses
Blog 25.0% 7 responses
Email 60.7% 17 responses
Chat / Instant message / Text message 60.7% 17 responses
Video Games 85.7% 24 responses
Video Camera 57.1% 16 responses
Digital Camera 42.9% 12 responses
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