Standard: 1.1.3. Identifying strategies for initiating and sustaining technology innovations and managing the change process in schools and classrooms
While reading Switch: How to Change Things When Change is Hard by Chip Heath and Dan Heath, we were introduced to a Destination Postcard, a visual tool used to help develop and showcase a shared vision or goal. We were asked to brainstorm a list of changes we would like to inspire in a school or organization and develop our vision. I decided to focus my postcard on Global Citizenship. I think that there is a great opportunity to use technology and Instructional design to connect educators and students in ongoing lessons that go beyond the classroom and focus on real-world problem solutions, empathy, communication skills, and fostering diverse perspectives.
This artifact and the concept around being able to show where we are headed and why the journey is important helps in establishing a vision that speaks to everyone in order to help facilitate and motivate change, as it was established by understanding that there is a rational side and emotional side that both need to be nurtured and spoken to in order to be effective.
I also wanted to choose a topic that had some integration of Global Citizenship when processing this vision as feel it is an integration goal that will benefit many educational organizations.
Standard: 1.1.5. Knowledge of current innovative, and effective educational technologies and pedagogies, including those that support online and blended learning, collaborative processes, and support the diverse needs and interests of students
During the course, we had the opportunity to learn about a myriad of educational technologies through Collaborative Curation. These resources were best used to explore ideas, save concepts or data, and then share with peers. This work led me to brainstorm and research concepts to later explore more in-depth in class during a group project and help show the work needed to prepare before finding the best Ed Tech for a school or classroom. In Wakelet we each found quotes that spoke to us as leaders. In Diigo, we used the tool throughout the course to find articles regarding innovative technology practices, pedagogies, and the exploration of Ethics, Equity, and Responsibility. A personal as well as class Diigo was used showcasing the power to personalize and collaborate within the tool itself and allowing me to apply content intended for my knowledge solely and knowledge to share. Using Padlet, I explored the innovative pedagogy of Gamification, which I found highly interesting and it led to my integration of it into a group emerging Emerging Tech and Innovative Practice Project
Within the Emerging Tech and Innovative Practice Project, my collaborator and I designed a website using Google Sites. I took on the section about what Mindfulness is to expand my knowledge of this pedagogy since I was less familiar with its classroom applications beyond grounding before a class. I ended up finding it is far more blended into curriculum and practices that I have seen my child encounter in school to assist with their exploration of feelings to allow for a better focus in the classroom when they were younger and it was hard to communicate why they were having difficulties. I liked seeing that instead of needing to take a student out of the classroom to practice these skills, they could be used holistically for all students to collaboratively share in a community. I felt this research and the presentation of the knowledge of the What, Why, and How on the site we created supported standard 1.1.5. To further support this standard, integrating the gamification lens into the tools chosen was a pathway for supporting student's diverse needs and interests as it allowed educators to blend these concepts into the design they most needed for the instruction of their students.