Welcome to Midland Secondary School Minds On Media

Friday October 11th 2013



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Why 1:1 BYOD Blended Learning?


Student skills that can be developed include:

  1. Creativity and Innovation – students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology.
  2. Communication and Collaboration – students use digital media and environments to communicate and work collaboratively, including at a distance to support individual learning and contribute to the learning of others.
  3. Research and Information Fluency – students apply digital tools to gather, evaluate, and use information
  4. Critical Thinking, Problem Solving, and Decision Making – students use critical thinking skills to plan and conduct research, manage projects, solving problems and make informed decisions using appropriate digital tools and resources
  5. Digital Citizenship – students understand human, cultural, and societal issues related to technology and practice legal and ethical behavior
  6. Technology Operations and Concepts – students demonstrate a sound understanding of technology concepts, systems, and operations


Notes:

  • It's all about good teaching and learning, not using technology to do the same thing we've always done. Technology needs to add value, not just be used for the sake of using technology. Use it when it helps students develop the above skills. When it doesn't, skip it. Don't force it.
  • We need to move to a classroom environment where students can start to take responsibility for differentiating their own learning. Technology enables us to set up our classroom this way.

Questions we can ask ourselves when planning learning activities:

  • Where can choice be built in now that we have these diverse tools in front of us?
  • When is creating media a good idea?
  • When is a more traditional assessment a good idea?
  • When can students choose what they learn within a range of options?
  • When can students master small topics and teach each other?
  • When can students collaborate with others beyond the classroom walls?
  • When can inquiry-based learning be used, allowing students to navigate their own way through learning connected to the real world?
  • When can interactive or gaming be used to help master concepts or skills?