TEACHING, LEARNING, & TECHNOLOGY
BY ZACHARY MARTIN
Mission of the project
Showcase Work in Teaching, Learning, and Lechnology.
SECTION 1
Statement on Teaching, Learning, and Technology.
Learning is the process of acquiring new information and understanding this information to inform ideas and insights.
Learning takes place in environments such as within society and academic institutions. The conditions necessary for learning to occur is to establish an environment that enables the learning process.
The teacher’s role in learning is to convey the subject matter key points and create a shared understanding of the subject matter to meet specific learning objectives.
Technology is all technological components to create a networked society that enables learning. Technological tools, systems, and resources that facilitate communication, and engagement.
Technologies role in learning is that it enhances student interaction in the classroom through the use of various interactive programs. Interactive programs deepen the student's understanding of the subject matter by having students conduct interactions and gain new experiences. Technology enables access to information through the internet, digital libraries, and educational platforms. This empowers both teachers and students to explore topics beyond traditional textbooks. Enhances communication by allowing for real-time interaction and collaboration regardless of location. Educational technology tools like coding platforms develops skill sets and enhances learning by making complex topics more hands-on and practical.
When and how to incorporate these interactive programs into lesson plans is the responsibility of the teacher. Teachers need to consider what technologies to incorporate in lesson plans that ensure and enhance effectively support learning objectives.
SECTION 2
Personal Learning Plan Infographic
I will share what I have learned on this website and through blogs.
Technology-Enhanced Learning Activities
Platforms and digital tools for meeting the desired objectives of their creation or communication.
1. Content Creation Tools
Google Docs / Microsoft Word: For writing and document creation.
Canva: A graphic design tool that helps create presentations, infographics, posters, and social media content.
Adobe Creative Cloud (e.g., Photoshop, Illustrator, InDesign): Professional tools for graphic design, photo editing, video creation, and more.
Prezi / PowerPoint / Google Slides: For creating visually engaging presentations.
iMovie / Adobe Premiere Rush / DaVinci Resolve: Video editing software.
Grammarly / Hemingway App: For writing assistance and improving the clarity of text.
2. Collaboration & Communication Tools
Google Workspace (Docs, Sheets, Slides): Collaborative cloud-based tools for creating, sharing, and editing documents in real-time.
Microsoft 365 (OneDrive, Teams, Word, Excel): For collaboration on documents, chats, and video calls.
Slack: A team collaboration tool for messaging, sharing files, and organizing conversations by channels.
Zoom / Microsoft Teams / Google Meet: For virtual meetings, presentations, and discussions.
Trello / Asana: Project management and task collaboration tools.
Miro: An online whiteboard for brainstorming, diagramming, and collaborative projects.
3. Research & Data Analysis Tools
Google Scholar: A search engine for scholarly articles and academic research.
Zotero / Mendeley: Reference management software for organizing research papers and citations.
SPSS / Excel / Google Sheets: For data analysis and statistical processing.
Tableau / Power BI: Data visualization tools for interpreting large data sets.
Notion: For research notes, data organization, and knowledge management.
4. Creative & Multimedia Tools
Procreate: A popular drawing app for digital painting and illustration (iPad users).
GarageBand / Audacity: Audio editing and production software.
Soundtrap: An online music and podcast recording studio.
Unity / Unreal Engine: For creating 3D visualizations, simulations, or even video games.
5. Coding & Development Tools
Visual Studio Code: A powerful code editor for various programming languages.
GitHub: A version control system for managing and collaborating on coding projects.
Replit: An in-browser IDE for learning and collaborating on code projects.
Scratch: A beginner-friendly programming platform for creating interactive stories, games, and animations.
6. Learning & Study Tools
Khan Academy: Free educational content covering a wide range of subjects.
Quizlet: Flashcards and study sets for learning and memorization.
Coursera / edX: Online learning platforms offering courses on various subjects.
Duolingo: For learning new languages.
Notion / Evernote: For note-taking, organizing tasks, and project management.
7. Design & Prototyping Tools
Figma / Sketch: Tools for UI/UX design and prototyping.
InVision: Another platform for prototyping, collaboration, and design.
Use different technologies to develop 2 Learning Designs as follows:
Start with a real-world problem or project that aligns with both content and technology standards.
ISTE Standard:
Content Standard:
Learning Outcome:
Assessment for Evidence of Learning: Supporting Activities.
COMPUTATIONAL THINKING
REVIEW:
Technological, Pedagogical, Content, Knowledge (TPACK)
TPACK
Pedagogical content knowledge (PCK): A methodology to teach specific content-based material.
Technological content knowledge (TCK): Technologies that can be utilized to effectively support particular content-based learning.
Technological pedagogical knowledge (TPK): A methodology for using particular technologies to effectively teach the specific content.
Technological pedagogical content knowledge (TPCK/TPACK): A method or various methodologies to teach specific content-based material, using technologies to enhance learning proficiency.
CREATIVE CODE PLAY: SCRATCH
SECTION 3
LEARNING DESIGN 1
Project-based learning (PBL) with integrated technology.
Start with a real-world problem or project that aligns with both content and technology standards.
ISTE Standard: 1.6a Choose Platforms and Tools. “Students choose the appropriate platforms and digital tools for meeting the desired objectives of their creation or communication”.
Content Standard: Evolution “Understand that DNA and the environment interact in gene expression”.
Learning Outcome: Students should be able to describe how environmental factors, such as temperature, chemicals, and diet, can influence gene expression without changing the DNA sequence.
Assessment for Evidence of Learning: Students will use tech tools that encourage exploration and collaboration. Have students actively apply what they’re learning by creating digital products. Students will choose a platform such as Prezi, PowerPoint, Google Slides, or Canva to create a poster of their favorite animal in their natural habitat and explain how the environment effects the animals DNA for gene express to develop traits that allow the animal to survive in their habitat. Report and analyze evidence data pertaining to the specific content standard and portray it on the poster. Students will choose the digital tools in Canva to create their posters. Research content standard using any means, one reference must be from Google Scholar. The poster will be used for a class-walk thru presentation. Students will take notes of other students poster presentations to use as supporting evidence for the course final project.
Rubric for the poster will be provided to determine if the students have meet the learning outcomes.
Supporting Activities.
Students choose a platform for poster presentation.
Learning the platform functionality.
Students conduct independent research of the animal they have chosen, One reference must be from Google Scholar
Analyze and interpret data from independent research.
https://scholar.google.com/
LEARNING DESIGN 2
Project-based learning (PBL) with integrated technology.
Start with a real-world problem or project that aligns with both content and technology standards.
ISTE Standard: 1.5c. Decompose Problems Students break problems into component parts, extract key information and develop descriptive models to understand complex systems or facilitate problem-solving.
Content Standard: Evolution “Understand that DNA and the environment interact in gene expression”.
Learning Outcome: Students should be able to describe how environmental factors, such as temperature, chemicals, and diet, can influence gene expression without changing the DNA sequence.
Assessment for Evidence of Learning: Students will use tech tools that encourage exploration and collaboration. Have students actively apply what they’re learning by creating digital products. They will use Scratch to create a story of their favorite animal in their natural habitat and the story will explain how the environment effects the animals DNA for gene express to develop traits that allow the animal to survive in their habitat. Report and analyze evidence data pertaining to the specific content standard and portray it in their Scratch story. The students will choose a the digital tools in Scratch to develop their story that will be presented to the entire class. Research content standard using any means, one reference must be from Google Scholar.
Rubric for the Scratch story will be provided to determine if the students have meet the learning outcomes.
Supporting Activities.
Students use of Scratch story for class presentation. Learning the Scratch platform functionality.
Computational thinking with the utilization of the Scratch platform.
Students conduct independent research of the animal they have chosen.
Analyze and interpret data from independent research.
https://scholar.google.com/
SECTION 4
BLOG
This work is licensed under CC BY 4.0
SECTION 5
Creative Commons CC BY 4.0
You are free to:
Share — copy and redistribute the material in any medium or format for any purpose, even commercially
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
[zm091723@nmsu.edu]