Showing posts with label Education. Show all posts
Showing posts with label Education. Show all posts

Monday, June 15, 2015

O*NET: Free Career Source

by Renee Tonquest
CTE Cluster Specialist
Health Science

Working over the past few months with the development of our new Career Portals materials has allowed me to become more familiar with the O*NET website.  O*NET is the nation’s free source of occupational information which contains hundreds of occupation-specific career descriptions.  This site is much more than a tool for the Career Portals course.  You can search for careers by keywords, your interests or you can browse over 900 career options sorted by specific industry. It may be used throughout your life in the event you decide to change jobs later on. 

Listed below are just some of the many resources you can access through the O*NET site. 

Career Exploration Tools http://www.onetcenter.org/tools.html

You can use these tools for self-directed career exploration tools to plan career options. These tools are also a great resource for students who are thinking about their future career plans. 

O*NET Work Importance Locator  http://www.onetcenter.org/WIL.html?p=3

The O*NET Work Importance Locator is a self-assessment career exploration tool that allows you to identify what is important in a job. It will help you identify occupations that you may like based on the similarity between your work values and the characteristics of the occupations.


You can also specifically search for green increased-demand occupations, green enhanced skills occupations, and green new and emerging occupations on the O*NET website. 


The Bright Outlook section highlights careers that will grow rapidly over the next few years; will have large numbers of openings; and are new and emerging. 

Professionals face aggressive competition for the most desired positions in the workforce.  It is essential to be able to use a variety of online tools to research careers and occupations.  Take a few minutes to explore the O*NET website; it may be perfect for you classroom or your personal life. 

Resource

O*NET OnLine. (n.d.). Retrieved June 11, 2015, from http://www.onetonline.org/

Monday, June 1, 2015

Helping Students Who Have Attention Deficit Hyperactive Disorder (Adhd)

Dr. Mickey Wircenski
CTE Project Director
 
In 2003 ADHD became the largest diagnosed school-age disorder in the country. It is estimated that each school community will have 2-18% of students who have ADHD. Students with moderate to severe cases are highly at risk for behavioral, emotional and academic failure. However, these learners can and do succeed with proper diagnosis, intervention and support.
 
Untreated ADHD carries its share of risks, including academic under-achievement, substance abuse, legal issues, social difficulties and risky behaviors. The ADHD diagnosis carries with it significant implications for educators. Eighty to 90 percent of individuals do not need medication as adults. The majority of individuals with ADHD grow up and do well. 
 
Students with ADHD exhibit a persistent disabling pattern of behavior as well as memory impairment, impulsivity, and poor prediction, planning and reflection skills. In school-age learners with ADHD you may see the following:
 
  • Rushing into tasks but not finishing them
  • Demanding attention from adults
  • Inability to delay gratification
  • Moodiness
  • Often getting into trouble with adults
  • Feeling disorganized and lost
  • Aggression and defiance
  • Poor short-term memory
  • Weak at following directions
  • Asking another person what was just said
  • Looking at others to figure out what was said
  • Late for time commitments
  • Forgetting about promises made
  • Knowing what and how but not when and where to do it
  • Weak time orientation
  • Inability to plan ahead
  • Makes the same mistakes over and over
  • Poor time management
  • Inability to curb immediate reactions
  • Acts before thinking
  • Blurts out inappropriate comments
  • Nearly impossible to wait for things-little or no patience
  • Always wants to be in motion
  • Not focused-tries to do several things at once 
The best way to effectively manage students with ADHD is to provide a positive learning environment that focuses on their strengths rather than their limitations. Some specific strategies for accommodating their special needs include:  
  • Be flexible 
  • Maintain consistent boundaries on important issues, such as those that involve their own and others’ safety 
  • Repeat instructions if necessary
  • Break tasks into small units
  • Set realistic deadlines for each task
  • Have students use a calendar or planner to keep on track
  • Avoid too much pressure as distress causes the ADHD brain to shut down and underperform
  • Provide external reinforcers
  • Establish routines
  • Incorporate more movement
  • Manage information flow-introduce information in manageable “chunks”
  • Acknowledge even partial progress
  • Teach time-management skills  
Source:
Jensen, Eric. (2011). Different Brains, Different Learners (Second Edition). Thousand Oaks, CA: Corwin. Pages 135-150.
 
  

Sunday, February 1, 2015

Attention Deficit/Hyperactivity Disorder (ADHD) Instructional Strategies


by Mickey Wircenski 
CTE Project Director
 
In any class there are so many differences in the ways that learners take in information and process it. Students with attention deficit/hyperactivity disorder (ADHD) present unique differences in their ability to focus and process information. Their brain size is about three to four percent smaller compared to their age-mates without ADHD. However, the difference in brain size does not impact their intelligence. 
 
These learners have difficulty paying attention and controlling their emotions. Lack of focus sis one of the major obstacles they face in all aspects of their lives-academics, friendships, family connections and work related tasks. They are often hyperactive which means that they are “continually wired”. Additionally, recognizing cause and effect presents a challenge for these learners. They often miss the connection between an action and its consequences.
 
Instructional strategies which may help learners with ADHD in the classroom include the following:
  • Reduce distractions-seat them near the front of the room, clear their desks of objects, and keep their desks away from high traffic areas.
  • Give directions one step at a time.
  • Allow frequent participation and, if possible, movement.
  • Break down objectives and assignments into small segments.
  • Use computer-based instruction; it will draw their attention.
  • Help their disorganized minds become organized by using planners and directly teaching study skills.
  • Stay calm, because they won’t. Their lack of self-control means as adults that we must have more control.
  • Don’t engage in an argument when they are out of control.
  • Supply accurate information to parents and counselors as to behaviors seen in the classroom.
SOURCE: Secrets of the Teenage Brain: Research-Based Strategies for Reaching and Teaching Today’s Adolescents. (2013). Sheryl Feinstein. New York: Skyhorse Publishing, Inc.

Monday, December 15, 2014

New Framework for CTE


by Kristin Petrunin Marketing Cluster Specialist

This fall I had an opportunity to attend the Association for Career and Technical Education Research conference in Nashville, Tennessee. The conference was full of great ideas for CTE students, educators, and administrators. Across all of the information presented at the conference, one specific idea seemed to answer CTE’s most pressing need. What is CTE?

Dr. Jay Rojewski and Dr. Roger Hill (2014) created an evolutionary framework for 21st Century CTE. The framework was not cluster specific and did not promise to contain all of the answers for the field. It was a solid starting point for addressing what CTE needs to become. Three components were suggested to create lasting and durable outcomes for students in the 21st century workplace. 


Final Thoughts
CTE is often accused of cluster loyalty instead of holistic career success. What if we started to address this framework within all career clusters? Have we become engrossed in relaying course content instead of preparing students for individualized career decisions? Is it possible to include this framework within current coursework?

Friday, October 31, 2014

Anti-Bullying Resources

By Amber O’Casey
Bullying is a pervasive and ongoing problem that often confronts teachers. Here are some helpful links to anti-bullying resources. 
  • http://www.schoolclimate.org/bullybust/ - The NSCC website contains many resources (organizations, sample forms, sample projects, links to other resources)—as well as opportunities for to start your own Upstander Alliance. 
  • http://www.stopbullying.gov/ - This site includes two rich sets of resources: The Youth Leaders’ Toolkit and the Youth Have the Power! (YHTP!) website. Here you can find tools to organize alliances at your school and in your com­munity. 
  • http://www.pbs.org/inthemix/shows/show_bullying.html - This website includes a 30 minute documentary for teens about bullying. In The Mix is an award-winning PBS teen series. 
  • www.pacer.org/bullying - This site is the home of the National Bully Preven­tion Awareness Month activities and provides key resources, including links to two age-appropriate student-focused web sites (www.teensagainstbully­ing.org and www.kidsagainstbullying.org). 
  • http://www.thebullyproject.com/ - The BULLY Project is the social action campaign inspired by the award-winning film BULLY. It has sparked a national movement to stop bullying that is transforming kids’ lives and changing a culture of bullying into one of empathy and action. On the site you can join the campaign, purchase the book and/or the DVD with the toolkit, learn how to start your own local chapter, and find many other tools and resources.
 

Wednesday, October 15, 2014

Taking a New Look at the 4Cs


By Dr. Violet Dickson, Curriculum Coordinator
 
About a dozen years ago, as the educational focus shifted to 21st century skills, educators began to think beyond the traditional emphasis on academic knowledge and consider other skills that are equally important, not only in the classroom, but for success in college, career, and essentially~ for life!
 
This list of skills was eventually narrowed down to what is now known as the 4 Cs: Critical thinking, Creativity, Communication, and Collaboration. 
 
My personal belief is that good teachers have always incorporated these skills into their classrooms by doing things such as posing questions, presenting scenarios or discrepant events for students to consider, having students work in collaborative groups, encouraging creativity and out-of-the-box thinking, providing research choices, allowing students to conduct experiments and explain their findings using creative formats and presentations.… and the list goes on. 
 
Today, however, the challenge becomes how to teach students the necessary skills to be successful in the technological and global society in which we now live. For example, how do we teach effective uses of digital communication and how to use technology to interact and collaborate with others from diverse backgrounds and from other parts of the world? What are the best ways to teach students to analyze, validate, and effectively use the vast amounts information available to us today, and how do we prepare and motivate students to be the creators, innovators, and inventors needed in every aspect of society in the coming years?
 
In light of the new challenges our students face in the 21st century, let’s take a new look at the 4 Cs and consider some ways that teachers may become more intentional and purposeful in teaching critical thinking, communication, collaboration, and creativity. 
 
Bring Your Own Technology (BYOT)
One recommended change is for teachers to encourage students to bring their own technology for use in the classroom. In the BYOT classroom, students connect with the teacher and with each other through the use of their own personal technology devices, such as tablets, laptops, and iPhones. In this way, the teacher creates a classroom environment that is conducive to technological inquiry, exploration, and expression. 
 
In this environment, scaffolding and modeling are present, but it’s not always the teacher who is doing the coaching. Sometimes the teacher is also learning alongside the students. By using their own technology in a learning environment, students have the opportunity to practice and develop the 4C skills, and then use those skills in learning how to learn.
 
Web Tools
Another strategy for incorporating the 4Cs into instruction is to implement web tools along with project-based learning activities. Some examples of web tools, which are successfully being used in each area of the 4 Cs, are listed below.
 
Critical thinking 
Critical thinking is the ability to make decisions, solve problems, and take appropriate action. Students need critical thinking and problem-solving skills, not only to think through current issues, but also to consider challenges that they will face in our changing society and in the future workforce.
 
The four Cs actually overlap and work together, because critical thinking also includes the ability to think creatively, and sharing information with others involves both communication and collaboration. Therefore, many of the web tools listed below can also be used to build skills in more than one area.
 
Some free apps that are available to classroom teachers and that support critical thinking include: 
  • Socrative: Allows teachers to engage students with activities and real time questioning on tablets, laptops, or smartphones so the whole class can collaborate and discuss issues as a community of learners.
  • November Learning: In this day of information overload, this site helps teachers demonstrate and impart vital skills so students can analyze, validate, and appropriately use materials on the web. 
Communication 
Effective communication involves the ability to first of all, be a good listener, then to synthesize and formulate ideas, and finally to transmit those ideas clearly in both oral and written formats. 
 
Some effective apps that support communication include the following:  
  • Edublogs: A free, educational blogging service that allows students to create their own blogs, participate in discussions in the classroom and in a global community, create a class publication, and post videos, podcasts and other documents for analysis and discussion. 
  • ePals: ePals is a classroom exchange that maintains a community of collaborative classrooms involved in cross-cultural exchanges and project-sharing through monitored email, language translations, discussion boards, maps, and more. 
Collaboration 
Collaboration is the ability to work effectively with others, including those from diverse groups as well as those with opposing viewpoints. Students should be able to use technology to interact with others and to participate effectively in a range of conversations in which they express their own ideas clearly and precisely.  
  • Wikispaces: A collaborative area where students construct learning experiences by writing, discussing, editing, creating content, sharing files, and working on projects together. Teachers can easily track students’ progress and participation. 
  • Edmodo: Edmodo is an excellent resource for teachers and also provides a safe and easy way for students to connect, collaborate, share information, and hold online discussions anytime and from any place. 
Creativity 
I once heard someone say that creativity is the ability to see what’s not there and then make something out of it. Creativity involves brainstorming and trying new approaches. It is sometimes accomplished by simply elaborating on an original idea, which can result in a new innovation or invention. 
 
Since creativity involves brainstorming, a good digital brainstorming app for iphones and ipads includes: 
  • Good Notes: A digital brainstorming device and note-taking app. It is also used for recording thoughts, taking videos, sketching, and capturing ideas via photography. 
  • The Marshmallow Challenge: A wonderfully fun design exercise that encourages teams to participate in collaborative, innovative, and creative experiences. 
These are only a few of the many resources and digital tools that are available to help teachers integrate the 4 Cs into classroom learning in meaningful and effective ways. These tools give teachers the needed flexibility to use technology in ways that facilitate learning and encourage students build on ideas to produce, interact, collaborate, and create something new. 
 
There has been a lot of talk about 21st century skills for learning which are required for progressive learning in modern ways. These skills will help develop the qualities that the students need to possess in the 21st-century for success in college, careers and citizenship.
 
 

Wednesday, October 1, 2014

Superlatives: Absolutely the Most Terrible Plague to be Visited on American Culture in the History of the World…EVER!!!

by Holly B. Smith
Cluster Specialist
Business Management and Administration



I first began noticing our society’s abuse of superlatives from an old “Seinfeld” monologue:
“People love to recommend their doctor to you. I don't know what they get out of it, but they really push them on you.

"Is he good?"

"He's the best. This guy's the best." There can't be this many "bests." Someone's graduating at the bottom of the classes. Where are these doctors? Is someone somewhere saying to their friend, "You should see my doctor, he's the worst. He's the absolute worst there is. Whatever you've got, it'll be worse after you see him. The man's an absolute butcher."

And whenever a friend refers a doctor they say, "Make sure that you tell him that you know me." Why? What's the difference? He's a doctor.

"Oh, you know Bob? Oh, okay, I'll give you the real medicine. Everybody else I'm giving Tic Tacs."
A superlative is the form of an adjective or adverb that, in general, means something of the highest quality or degree; surpassing or being superior to all others; or, excessive or exaggerated.  
 
One of the most accurate barometers for pop culture society can be our television. Go ahead and watch some rerun episodes of “Friends” and count the superlatives. It carried on nicely through its comedy cousin, “How I Met Your Mother”, but superlatives gained speed in that, by the time HIMYM writers opened their superlative vault, they found two superlatives in abundance to use because everything was the BEST EVER.
 
Then, we move on to the distant, Chicago cousin of “Friends,” the short-lived comedy “Happy Endings” in which the writers took it upon themselves to create their own superlatives, like “crazyballs” or “amazeballs” as in, “I just tasted the MOST AmazeBALLS cheesecake”. And, when something like superlative abuse is prevalent on television, we know it runs rampantly through the culture like a cute Daddy-daughter twerking video on Facebook.
 
There are many reasons why teachers can, and should, move students away from the often unconscious misuse of superlatives. First, using superlatives too much renders them pointless. If every movie is the best movie ever, then by that same logic, no movie is the best movie ever. When we overuse these terms of praise, they have less and less meaning and this translates into our thinking. The bar is continually reset lower and lower when we can no longer decipher what our standards for measuring quality are.
 
Secondly, superlatives have become the lazy brain’s thesaurus. Who among us has tried to describe something, and when our brains couldn’t find a suitable adjective, we used “Really” or “the most” or, the ultimate cop out, the phrase, “SOOOO so much”. Years ago, we believed texting short-speak to be harmless until it invaded classroom essays and test answers. Do we now find it acceptable for students to spell “please” with a “plz” – an ingenious way of not only shortening a five-letter word, but misspelling it in the process? No. But, when we are asked to describe something, and we supply a “great”, then follow up with a “totally!” then we have to wonder why haven’t we been punched in the faces?
 
Finally, we want our CTE students to have vibrant portfolios, to fill out eye-catching and interesting job and college applications and we want them to have rich vocabularies that put them above the competition in interviews. We do not want our students to answer a question about their first work experience as a teenager with, “Oh, my first job was the best job ever! And, my boss, I loved her. She was absolutely the most amazing boss anyone could hope to have. Really.” 
 
The Johnson O’Connor Research Center offers us four basic steps to build a better vocabulary. (After all, we cannot try to remove one habit if we don’t replace it with a more positive one.)
 
  1. Be aware of words. Post them more around your room. Make students highlight new words in articles. Create lists. Review a new word once a week. Give bonus points for the use of new words. Be especially conscious of bringing in new adjectives and adverbs, the words that superlatives most often are replacing.  
  2. Read. Use the NPR app, for example, and find articles worthy of a group read in the classroom. Assign more reading. 
  3. Use a dictionary for the class that you select and of which you approve. Let your students see you using the dictionary in class during a lecture. Don’t be afraid to show them that you can always learn a new word, too. 
  4. Study and review. Keep a classroom list of adjectives and adverbs that you all want to use. Let your students name it…maybe something silly and tongue in cheek. “Business Management’s “Cray-Cray-Amazeballs” Vocabulary List”. 
You can, if you’re feeling very industrious, also find many quick and free exercises online about how to incorporate comparatives and superlatives. But, that is creeping over into English, and not CTE.
 
Having to do that, well, that would the biggest and most completely ridiculously awful ordeal that any teacher has ever had to do in the whole history of teachers around the entire world. Ever. For real.
 
References 
 
http://www.leedberg.com/seinfeld/monologues.html
http://www.oxforddictionaries.com/definition/english/superlative
http://www.jocrf.org/resources/EffectiveWays.html
 

Monday, September 15, 2014

Online Cognitive Training: Does It Work?

by Tracy Jones
CTE Website Administrator


Claims appear on the web sites of Lumocity, JungleMemory, and Cognifit, three of the online programs designed to train the brain or improve cognitive function. The marketing prose generates interest and enthusiasm for the possibilities these programs offer. But do these programs actually work? Claims on the brain training web sites:
  • “Could you train your self-control with a technique that’s so easy, you can do it while you eat, flip channels, or brush your teeth?”—Lumosity
  • “Can what you do today keep your mind sharp decades in the future, despite harmful physical changes in the brain? A new study in the journal Neurology suggests that cognitively stimulating activities could mitigate the effects of physical brain deterioration. Start a long-lasting habit today: train now and stay sharp.”—Lumosity
  • “Jungle Memory is scientifically proven to boost learning outcomes for students with learning difficulties, including Dyslexia and Autistic Spectrum Disorder. Evidence from clinical trials demonstrates that Jungle Memory improves IQ, working memory, and grades”
  • “CogniFit brain training program reduces depression and improves cognitive function. CogniFit brain training program improves sleep quality and cognitive function among older adults with insomnia” 
The premise for cognitive training (sometimes called brain training) is that the capacity of working memory can be expanded through brain exercises, much like calisthenics improve overall physical health. The effectiveness of brain training is that the gains achieved through playing the online exercises and games will generalize, or transfer, to untrained cognitive functions. In other words, “Successful cognitive training programs will elicit effects that generalize to untrained, practical tasks for extended periods of time” (Jak, Seelye & Jurick).  
 
The appeal of web-based or mobile brain training is that they can be made “available to global audiences and accessible to nontechnical users, as they can be seamlessly updated with the latest features and content each time a player visits the site.…The engagement and polish of well-designed lifestyle games have the potential to interest large demographics and help players find the drive to participate more deeply in life-benefitting activities on a regular basis” (Baxter). “Novel cognitive training platforms, including computers and video games, can be readily disseminated to an older population” (Kuider, Parisi, Gross, & Rebok). Online brain training has the potential of replacing or supplementing traditional cognitive training that occurs in a group or individual format and requires much more logistical planning and execution, therefore incurring more cost. The potential benefits of successful brain training are far reaching. Jak et al. stated the following: “Enhancement of cognitive functioning has become increasingly important as the population ages and the prevalence of Alzheimer’s other dementias continues to rise. Even a modest delay in the onset of dementia would result in …numerous benefits to quality of life. Other clinical populations including patients with attention deficits, stroke, traumatic brain injury, spinal cord injury, and psychiatric disorders could benefit from cognitive enhancement. Also, there has been a trend for cognitively healthy individuals of all ages to turn to cognitive enhancement strategies with the hope of improving their cognitive functioning for personal efficiency, professional advantage, and/or academic success.” 
 
Findings 
 
The research materials supplied by the brain-training web sites provided very little peer-reviewed commentary or research data. Many of the studies had been written and conducted by employees of the companies, which brings to mind the issue of conflict of interest. As expected, the materials produced by the companies, found brain training to be beneficial for all demographics and learning needs. Hardy et al. described a number of studies that support cognitive improvement in older populations and evidenced generalization of specific cognitive skills to measures of real-world function. Additionally, the test subjects continued to demonstrate retention of those improvements 12 months after the training was completed. This success addressed the concerns that gains made with the online program dissipate rapidly after the learning experience ends. Additional studies were sponsored by the online training companies that produced positive results for young adults, children, and test groups with conditions that impact cognitive functions. 
 
A few independent studies support the claims of these online brain training companies. However, many of the studies qualify their findings with possible alternative causes for the success. Kuider et al. conducted a meta study to evaluate all studies to date that evaluated the effect of brain training on cognitively healthy older adults concluding that the “…neuropsychological software programs appear to positively impact cognitive performance”. Kuider et al. temper their resounding endorsement by stating that they were not able to conduct a traditional meta-analysis because of the variability of the studies evaluated and the wide variety of outcome measures used to report results. 
 
Although the study conducted by Jolles and Crone reports positive outcomes, they, too, propose that “Training-related changes in information processing are not necessarily caused by long- lasting alterations of the underlying brain structure…training may improve performance by encouraging children to use the strategy, without inducing structural changes of the brain that increase working memory capacity” Jolles and Crone caution that not all brain training is beneficial for all demographic groups. Also, they recommend that additional research is needed. 
 
A study conducted by Peretz et al. examines the difference between the gains made by conventional computer games versus personalized computerized cognitive training such as the programs in consideration in this article. Peretz et al. found that while both types of games improved cognitive performance, the personalized cognitive training was significantly more effective. The study conducted follow-up testing with the same subjects three months later where results continued to indicate significant retention of improvement. While these findings proved to be edifying, the authors concluded that “further studies are needed to evaluate the ecological validity of these findings”. 
 
Research That Denies Efficacy 
 
There appear to be an equal number of studies that provide evidence that cognitive brain training does NOT increase cognitive function. Melby-Lervag and Hulme conducted a comprehensive review of twenty-three studies of memory using meta-analysis and found that, “Memory training programs appear to produce short-term, specific training effects that do not generalize…current findings cast doubt on both the clinical relevance of working memory training programs and their utility as methods of enhancing cognitive functioning”. They went on to say, “Current training programs yield reliable, short-term improvements on both verbal and nonverbal working memory tasks”. There is no clear evidence of improvement long term or gains far-transfer effects. However, Melby-Lervag and Hulme qualified their findings by calling for additional work on improving the training methodology used by these online programs. If long-term retention improves, it is possible there may be discernable evidence of far-transfer, or generalization. 
 
Apter’s analysis of 10 years of working memory training research showed an adamant denial of the effectiveness of any type cognitive training, both on line and traditional, citing that the basic premise of the effort was erroneous. His thorough discussion of the theories put forth by noted researchers support the idea that short term memory or working memory has a fixed capacity and that the apparent increase in performance was due to the learning of strategies to better organize content, and did not demonstrate any increase in memory capacity. Apter pointed out that the research that produced these initial working memory theories was small in scale and inexact; therefore, not necessarily a solid basis on which to construct additional theory. Apter called into question Klingberg’s body of work that reported the success of the computerized programs by noting that Klingberg had been the inventor of Cogmed, the system he used in his studies, and also served on the board of the product’s marketing company. He went on to specify methodological problems surrounding the research, calling into question control and experimental conditions, no follow up on gained skill retention, and inadequate screening of the test subjects. He concluded by saying that the usefulness of “adaptive computerised training programmes such as CogMed and Jungle Memory is weak. They require significant amounts of user time, and are costly to buy”. 
 
Research that Neither Confirms or Denies Efficacy 
 
There is a body of research that provides mixed reviews. For example, the literary review by Jak, et al. had the following to say, “Unfortunately, many studies of electronic cognitive training programs are hindered by methodological limitations such as lack of an adequate control group, long-term follow-up and ecologically valid outcome measures.” Additionally, an article in the science journal Nature, reported that the largest trial to date in 2010 of brain training computer games found “absolutely no transfer effects” (Katsnelson). Scientists conducting the study supported their position through analysis of the data. However, Katsnelson went on to interview scientists who questioned the validity of the test pool and length of study, which negated any definitive findings. 
 
Conclusion 
 
All of the references cited in this article conclude with various recommendations for further study of the topic. The validity of the research that supports the claims of the online brain training programs is suspect because of possible conflict of interest by the study authors and questionable research methodologies (such as lack of control groups and inadequate length of study). The studies that deny efficacy consistently conclude their findings by stating that more study needs to be done to confirm the data. In addition, several studies neither confirm nor deny that online brain training works. This body of research also recommends additional studies be done to determine an outcome. Jak et al. aptly summarizes the position by this author regarding the findings generally found in all the studies, both positive and negative, “While data is promising and negative side effects from computer-based cognitive enhancement strategies are likely minimal, the current base of scientific evidence is insufficient to support many commercial claims of the efficacy of their computerized cognitive enhancement systems”. 
 
References 
 
Apter, B. B. (2012). Do computerised training programmes designed to improve working memory work? Educational Psychology In Practice, 28(3), 257-272. 
 
Baxter, M. (2011). Brain health and online gaming. Generations, 35(2), 107-109. Retrieved from http://search.proquest.com/docview/906523146?accountid=7113 
 
Hardy, J., Farzin, F., Scanlon, M., (2013, October) The science behind Lumosity version 2. Retrieved from http://cdn-hcp.lumosity.com/uploads/asset/file/49/The_Science_Behind_Lumosity_v2.2.pdf
   
Jak, A. J, Seelye, A. M, Jurick, S. M. (2013). Crosswords to computers: a critical review of popular approaches to cognitive enhancement. Neuropsychology Review, 1, 13-26. 
 
Jolles, D., Crone, E. (2012). Training the developing brain: a neurocognitive perspective. Frontiers in Human Neuroscience 6(76). doi: 10.3389/fnhum.2012.00076 
 
Katsnelson, A. (2010). No gain from brain training. Nature, 464(7292), 1111. Retrieved from http://search.proquest.com/docview/193894465?accountid=7113  
   
Kueider, A.M., Parisi, J.M., Gross, A.L., Rebok, G.W. (2012, July). Computerized Cognitive Training with Older Adults: A Systematic Review, PLoS ONE 7(7). doi: 10.1371/journal.pone.0040588  
 
Melby-Lervag, M. & Hulme, C. (2013, February). Is working memory training effective? A meta-analytic review. Developmental Psychology, 49(2), 270-291. doi: 10.1037/a0028228 
 
Peretz, C., Korczyn, A.D., Shatil, E., Aharonson, V., Birnboim, S., Giladi, N. (2011). Computer-based, personalized cognitive training versus classical computer games: a randomized double-blind prospective trial of cognitive stimulation. Neuroepidemiology. 36(2):91-9. doi: 10.1159/000323950.
 

Tuesday, July 1, 2014

Planning Questions for Instructors

by Jerry Wircenski
CTE Project Director
While planning a lesson there are a number of questions that should be asked and taken into consideration by instructors. A few key questions for planning consideration are as follows:
  • Am I aware of the transitions between activities I will use?
  • How will I address these transitions?
  • What will I do to remain aware of moving too slowly or too fast when presenting new content to students?
  • Do I have appropriate routines in place for teaching the class so that the lesson will flow smoothly?
  • What can I do to ensure fair and equitable treatment for all students (e.g., teasing, bullying, fair expectations)?
  • What methods will I use to show interest in my students as I teach the content?
  • During what activities could I provide praise and feedback to students?
  • What are some phrases I should use when providing praise and feedback so that I don’t use the same ones over and over?
  • What opportunities are there in the lesson to introduce physical movement?
  • What are a variety of teaching techniques that can be used to deliver the lesson…this will increase motivation on the part of the students.
  • Can I incorporate humor into any of the content I am presenting?
  • What content should I ask questions about during the summary of the lesson?
Source: Marzano, R. & Pickering, D. (2011). The Highly Engaged Classroom. Bloomington, IN: Marzano Research Laboratory.

 

Saturday, May 31, 2014

Students and Stress

by Dr. Mickey Wircenski
CTE Project Director
 
Stress is a large part of all of our lives…including our students. At a recent conference on Learning and the Brain I came across a wonderful resource entitled Secrets of the Teenage Brain:Research-Based Strategies for Reaching and Teaching Today’s Adolescents by Sheryl Feinstein. It has some wonderful strategies for CTE teachers to use in their classes. Among the most popular are the following: 
  1. Assure students that they are not expected to give “all or nothing”. Make comments like “You don’t have to be able to answer every question today correctly,” “It’s okay to review your notes in order to remember what we went over yesterday,” and “I know talking in front of a group isn’t easy.”
  2. Use competition carefully: when there is competition, make sure everyone has a chance at some success.
  3. Be fair and consistent with evaluation and discipline. Knowing which behaviors are expected and acceptable and believing that equal offenses receive equal consequences reduces stress.
  4. Offer academic support outside of the classroom with homework helpers and tutors.
  5. Have students rate and chart their personal stress on a scale of one to ten. Quantifying a level of stress can help put it in perspective. Set aside time to journal or talk about the stress in their lives.
  6. Encourage students to “play” a favorite song in their heads as a relaxation technique.
  7. Have students role-play appropriate behavior for handling future stress. This can act as a cue when they are in a real life anxiety-producing situation.
  8. Refer students showing serious signs of stress to a counselor. Students sneed to realize they are not alone and can take advantage of the many services inside and outside the school that provide support and help.
  9. Allow some choice in content or process; students want/need to do it their way once in a while.
  10. Incorporate writing: Have students write a letter of frustration and then tear it up. They will love the chance to vent.
Source: Feinstein, S. (2009). Secrets of the Teenage Brain:Research-Based Strategies for Reaching and Teaching Today’s Adolescents. New York: Skyhorse Publishing, pp. 92-93.

Thursday, May 1, 2014

Audience Participation via the Backchannel


By Dr. Violet Dickson
Curriculum Coordinator
Arts, AV, Technology & Communication


This past weekend, a colleague and I presented at a teachers’ workshop in East Texas where participants had the opportunity to contribute to our presentation through a backchannel called, “Today’s Meet”.

What is Today’s Meet? Well, imagine that you’re teaching a class or giving a presentation, whether it’s a staff development workshop for teachers, a presentation at a PTA meeting, a parent meeting in your classroom, or a lesson with a group of students. Imagine that, during your presentation, some participants are engaged in sidebar conversations on related topics, or possibly even questions or comments that they have about the presentation. Now imagine this: What if all of the private sidebar conversations suddenly became an active and integrative part of the presentation or the lesson? That’s the beauty of Today’s Meet!
Today’s Meet is a free social media service that creates an isolated chat room, called a backchannel, that is open during a presentation but is only available for participation by the members of your audience. A backchannel uses WiFi connections to connect participants via laptop computers, tablets, or cell phones so they can participate in real-time online conversations. This allows discussions on the backchannel to be relevant to the audience but not open to the general public. Audience participants are allowed to contribute by posting comments and/or questions through a simple logon process that does not require the creation of an account or password.

This resource can be very useful for anyone interested in providing a digital forum for audience interaction. Backchannels allow members of an audience to ask questions, provide feedback, and share links relevant to the discussion or presentation. By incorporating the use of a backchannel, a presenter can encourage members of an audience to engage with one another throughout a presentation.

HISTORY
The first time the term, “back channel”, was used was by Victor Yngve in 1970, when he used it to describe conversations in which both parties were actively engaged in speaking and listening at the same time, with neither party willing to relinquish their turn to speak.

The first famous example of the use of a backchannel communication was at the PC Forum in 2002 when Qwest CEO, Joe Nacchio, made certain comments, and journalists in the audience posted accounts, in real-time, to their web blogs, challenging the comments. According to Forum host, Esther Dyson, the audience became increasingly hostile throughout Nacchio’s presentation as information was communicated and shared electronically on what she described as “parallel channels”.

In 2009, Purdue University enabled students to comment, for the first time, on course lectures using social networking tools such as Facebook and Twitter. The university discovered that social media could be used in the classroom as a backchannel for note taking, asking questions, posting information, and sharing resources.

EDUCATIONAL RESOURCE
In classrooms today, a backchannel basically provides a private chat room for the teacher and students. It can be used between a teacher and a whole class, between individual students, or between small groups of students while another activity is going on. For example, students can backchannel their comments while watching a documentary film, post comments or questions while listening to a guest speaker, record ideas during an activity or project, and even record data while conducting experiments. Students can also post questions for the teacher without waiting to be called on. The backchannel encourages timid students to participate more often and prevents other students from monopolizing the conversation.

Many different media networks have been used as a backchannel, including Twitter, Facebook, Yammer, Instant Messaging, and Google Moderator. Twitter and Skype have been used as backchannels so participants from different parts of the world could be included in conversations. They have also been combined with live videostreaming so people from different places can take part in events via “virtual” participation.

As the use of backchannels have become more popular in the classroom, more apps and resources for backchannels are becoming available. In addition to the “free” backchannel sites, there are backchannel tools for purchase that can provide a class discussion format with teacher controls, greater security, and profanity filters for the cost of a membership with an annual or monthly fee. Backchannel Chat by Learnweaver is an example of an app for purchase that is available through iTunes for both the iPad and iPhone.

Richard Byrne, a classroom teacher who maintains a website on free technology for teachers, has evaluated several resources for backchannels in the classroom, which he frequently uses for class discussions, note taking, and even movie reviews. The backchannels Byrne recommends includes TodaysMeet, Chatzy, Edmodo, Present.ly, and Neat Chat. All five of these sites provide free platforms for hosting a private chat area within the classroom.

TodaysMeet is a popular backchannel that requires a very simple set up. The teacher chooses a name for the chat room, determines how long the room will be up, and provides students with the url so they can login. TodaysMeet is my personal favorite because it’s free, it’s very user-friendly, it doesn’t have a public gallery with questionable content, and it doesn’t allow inappropriate advertising, like some backchannels do. The downside to TodaysMeet is that it is not password protected, and the teacher cannot filter what a student might post for the whole class to see. Therefore, teachers should exercise some caution using this platform. However, students should be aware that since comments are in print and can be stored for a period of time, there is a record of their comments for parents or administrators to see.

 Chatzy is a free backchannel platform that is password protected, and the teacher sends out invitations to the chat area, so access is restricted. Edmodo is one of my favorite classroom management tools that teachers can use to post assignments, quizzes, reminders, surveys, and a calendar. In addition, teachers can also use Edmodo to create a microblogging network for their classes that updates in real-time so participants can respond to each other. Present.ly is also a free backchannel platform for private micro-blogging. However, the main difference is that you create a private blogging community based on your email domain. Neat Chat is one of the newest free backchannel platforms. Teachers can set up Neat Chat quickly by selecting a nickname and clicking “start”. Once they have their assigned url, teachers can invite students or parents to participate in their “add-free” chat room via email, Twitter, or Facebook.

Three other free platforms that may have some benefit in the classroom as a backchannel include Chatterous, MisterThread, and Google Groups. Chatterous is different in that members can join a chat room via cell phone or email. With Chatterous, you can also create a public chat room that can be embedded into a blog or website. MisterThread is like a backchannel “thread”, where people join to participate in particular conversations, and Google Groups allow anyone to create a public or private discussion group with various levels of access or restrictions, depending on the nature and purpose of the discussion.

SUMMARY
Although it’s still a resource in-progress, backchanneling has the potential to stimulate a collaborative learning environment both in presentations and in the classroom. Teachers may want to experiment with a few of the free backchannel platforms before deciding on one to use with students in the classroom. Whatever backchanneling service the teacher chooses, the bottom line is that using a backchannel in the classroom engages students in learning, incorporates a greater use of technology regardless of the lesson topic or subject, encourages greater collaboration between the students and the teacher, and allows students to take greater charge of their own learning.

References:

Tuesday, April 15, 2014

Virtual Worlds in Education

by Tyler Kuckleman
CTE WebMaster

Humans seem to have an almost unlimited capacity for imagining that which we cannot physically touch, view or otherwise interact. From digital art to computer-aided design (CAD), virtual representations of reality allow us to expand what we know about our physical world using simulated environments. Reality aids the virtual creation process by allowing us to apply proven rules and restrictions. This process is at the heart of helping us to understand complex systems, such as that of our universe.

By applying virtual worlds to education, it allows us to explore subjects that are beyond current physical and technical limitations. For example, we can experience environments that are hostile to human life, hypothetical, or that bend the laws of nature. We can build future systems and determine their feasibility without exhausting limited resources.

The following selection of tools focus on areas of study which allow students to expand their knowledge through the use of virtually simulated worlds:
 

http://workshop.chromeexperiments.com/stars/

Explore a 100,000-star map of the galaxy with a guided tour or on your own. As an added bonus, the simulation is accompanied by a musical score that suggests the vastness and mystery of space. Make sure to use a modern (HTML5-supported) web browser!

 

Computer-aided design (CAD) tools

Although not technically a virtual world, CAD software, such as the popular AutoCAD, allows architects and engineers to draft and design functional objects within a virtual environment. Most CAD software demand a high level of complexity, and new users are wise to begin by loading existing demo projects, paying attention to construction and design specifications.

 

Unity (Unity3D)

Marketed as an engine to create 3D (and 2D) games, Unity is a formidable virtual world builder, complete with realistic physics and scripting engines (1). Potential projects range from simulating how set lighting affects surrounding objects to visualizing physics principles in real-time.

 

Second Life (SL)

Second Life is a popular online virtual world that has many ties to the real world. Citizens of SL have directed and produced their own virtual movies. Companies have used their presence in SL for recruitment, allowing prospective candidates to receive information and establish relationships before meeting in person. In one study, researchers found SL to have applications for Health Science, including fully constructed labs, a virtual medical library and neurological disability education center (2).

 

Minecraft

The wildly popular, open-world game can also serve as an instructive tool. For architects, Minecraft is a virtual playground where the player is in control of design and construction. From single-room homes to skyscrapers, forging structures in Minecraft is only limited by imagination (particularly in Creative mode, where the builder possesses unlimited blocks). Engineers may use the mineral Redstone to construct objects ranging from electronic circuits with logic gates to moving machines using pistons.

 

Sim City 4

The Sim City games have always relied on critical thinking skills in order to build functional societies. Sim City 4 is a shining example for the series both because it is relatively modern and because it is a refinement of what the series represents. A city's infrastructure, including its government, businesses and economy, must be built up and maintained correctly to succeed.

 

Virtual Reality (VR)

As technology advances, the focus is on crafting more realistic experiences by placing the user inside the virtual world. VR, through audio and visual immersion that relies on sophisticated, typically head-mounted hardware, aims to accomplish this goal; it does so by "tricking" the brain into believing that the virtual world is real. VR has been integrated with game engines like Unity3D to visualize building architecture, by combining the engine with the Oculus Rift headgear (3). Although VR is in its infancy, we can already see its potential for education in the form "hands-on" experience for job training.
 

References

(1) - "What is Unity?" Unity. Unity Technologies, 2014. <http://unity3d.com/pages/what-is-unity>.

(2) - Boulos, Maged N. Kamel, Hetherington, Lee, & Wheeler, Steve. "Second Life: an overview of the potential of 3-D virtual worlds in medical and health education" Health Information & Libraries Journal 24.4 (2007).

(3) - "Oculus Rift and Unity3D for Real-Time Architectural Visualization." Arch Virtual. <http://archvirtual.com/2013/05/28/rift-demo-download-oculus-rift-and-unity3d-for-real-time-architectural-visualization/>.

Saturday, February 15, 2014

Lesson Review Strategies

by Mickey Wircenski
CTE Project Director


As educators, we are often guilty of rushing at the end of a lesson and not planning enough time to summarize what has been presented.  There are many strategies that can be used to allow students to focus on the main points of the lesson.  Here are two strategies that could be easily incorporated into a lesson plan:

1.       Review Strategy #1

a.       Ask each student to write, on one sheet/slip of paper, a sentence summing up the main message learned

b.      Students then pair up and each student in the pair has one minute to convince the other student that his/her main point is the key one.

c.       Those two then pair off with another pair, with the same conditions.

d.      Those four students then line up with another four and discuss until finally a spokesperson is appointed to announce the main point.

e.       The instructor should allow about two minutes for each segment, and a little longer for an all-in debate at the end.

2.      Review Strategy #2

a.       Give all students five minutes to write single sentence summaries of all the main points they have learned-each on a separate sheet/slip of paper.

b.      Each student then attaches his/her sheets/slips to a wall.

c.       Students each then start moving the sheets/slips about, matching like with like, discussing the reasons.

d.      The size of each selection of main points will then help consolidate the class conclusions and enable the instructor to sum up the lesson. 

Source:  Dryden, G. and Vos, J.  (1999).  The Learning Revolution.  Torrance, CA:  The Learning Web.

Saturday, February 1, 2014

Edmodo: Your Virtual Classroom

by Amber O’Casey
Cluster Specialist
Government & Public Administration
Law, Public Safety, Corrections & Security
 
What is Edmodo?
 
Edmodo.com is a social learning platform that connects more than 29 million teachers and students around the world (Edmodo, 2013). A social learning platform is a type of virtual learning environment, a designed information space, that is social in nature and allows students to be active actors (Dillenbourg, 2000). On this platform, teachers share learning materials with students and other teachers in real time (as it happens in the moment) at no cost. This occurs through personalized information aggregation and social media tools (Trust, 2012). 
 
These quick videos are introductory clips that highlight what Edmodo is:
 
Learning through Social Constructivism http://www.youtube.com/watch?v=Zx8E8VVWiZs
 
How do I use Edmodo?
 
To begin, join Edmodo by creating an account user name and password. Then follow the prompts to designate your teaching level, upload a photo, personalize a url, and select learning communities that interest you (Edmodo, 2013). (In my experience this process takes no more than a few minutes.) Then establish a closed group such as a virtual meeting room for teachers or a virtual classroom for students. (In Edmodo both of these are called “Limited Access Groups”.) Edmodo then generates a group code that directs the members of the closed group to the correct “room,” or virtual space (i.e. it directs your students to your classroom). 
 
What about copyright and student privacy?
 
When using Edmodo, it is important that students and teachers alike behave as good digital citizens and respect the rights of copyright holders. Here is a link to the Digital Citizenship Starter Kit, published by Edmodo and Common Sense Media, with more information. Some good rules of thumb are to avoid taking credit for materials that are not yours and avoid sharing content in a way that would affect the pocketbook of the copyright holder. One other word of caution is for teachers who are teaching young students: if you are teaching students who are under the age of 13, you must comply with the Children’s Online Privacy and Protection Act (COPPA) by obtaining parental permission. (For more information about Edmodo’s privacy policies and/or to view sample permission slips see the Edmodo Terms of Service.) 
 
What are specific ways for teachers to integrate Edmodo into the classroom?
 
Edmodo provides many opportunities for integration into the classroom. The following are examples of some of the general activities available: roleplaying, writing projects, real-time discussions, small group peer reviews, book clubs, cultural exchange projects, and science probes. Edmodo is an effective place to practice digital citizenship skills/online etiquette and foreign language skills (even with native speakers from around the world). There is an Edmodo mobile app that may be used in face-to-face class for interactive activities. Edmodo is ideal for instructional strategies such as project-based learning and differentiating instruction. When these activities are complete teachers may create/use formative and summative assessments using the quiz builder and/or the poll creator (Edmodo, 2013). 
 
What if I still need convincing?
 
Edmodo is a social learning platform that is constructivist to the core. It is structured as a “community of learners” which provides teachers and students around the world the opportunity to collaborate and make meaning. Edmodo can be utilized through distance education as a virtual learning environment or in the face-to-face classroom through the Edmodo mobile app. However it is used, Edmodo is relevant to students’ lives, making it an ideal technology for teachers to integrate into their classrooms. 
 
Resources

 

Wednesday, January 15, 2014

MOOC Review: The Future of Storytelling

by Tracy Jones
CTE Web Coordinator


MOOC’s: What Are They?
A Massive Open Online Course, commonly known as a MOOC, provides open access to an educational event via the web. Typically a MOOC has structure, goals, and opportunities for collaboration with other participants. Currently, most MOOCs are free, but as MOOCs gain credibility and popularity, there are movements to incorporate a fee.
For more information on MOOCs, check out this You Tube video at http://youtu.be/mSxTw3pXCj4

The MOOC I am reviewing in this blog is Iversity’s “The Future of Storytelling” an 8 week seminar presented by the University of Hamburg. First of all, the content of this course is fascinating. I consider myself relatively well-versed in current trends in technology, but this course exposed me to many new (and not so new) methods for communicating a story.
I took this course to experience a MOOC first hand. I am interested in eLearning structure and delivery methods. This MOOC delivers most of its content through videotaped lectures and interviews. The creators overlay supporting graphics on the videos that feature animation of hand drawings. The content of the videos use well-known authors speaking to a variety of topics from the history of storytelling to emerging trends.

Additionally, the course leverages discussion bulletin boards and community shared content. It provides links to all the resources mentioned and creates opportunities for participants to collaborate in story creation and peer reviews. In considering how the course functions based on the number of students it attracts and how the creators manage delivery, I found it to be quite professional and user-friendly. As a student in the course I learned a great deal and took away the desire to explore further the concepts and trends introduced.
Transmedia is this year’s buzzword. This is the concept of telling a story using two or more delivery methods or platforms to illustrate a concept. The course describes the Star War’s franchise as a transmedia marketing endeavor. Star Wars spans multiple movie episodes, electronic games, comic books, cartoons, and live events such as Sci Fi conventions. Each user interaction affords the franchise an opportunity to tell a different story using the same characters or environment.

I found this course to be sufficiently thorough to grab and hold my attention, yet broad enough in scope to spark the desire to explore multiple avenues that I might not have easily discovered if I had conducted research on this topic using traditional sources such as written materials or lecture seminars. I am eager to incorporate some of the strategies and technologies used in this MOOC in my own courses. I can only aspire to achieve the level of finesse the creators of this MOOC use to engage their learners.
For a no cost, novel learning experience, try participating in a MOOC. The MOOC reviewed here (The Future of Storytelling) is no longer accepting participants. I suggest the following resources for a listing of available MOOCs: