Image source: https://gradeslam.org/blog/5-ways-to-use-podcasts-in-the-classroom How has my technology toolbox expanded?
Before I started this learning lab, I had no knowledge of Google Earth, QR codes, creating podcasts, eBooks, Google Lit Trips, coding, or apps and games for special education. All of this assistive technology was new and I had never considered that assistive technology could be used with children of all ages, including the toddlers and preschoolers I plan to work with. Then when I created the podcast of a children's book, I realized that technology can be extremely beneficial for all ages and can be used as a tool to help encourage early development of literacy and other skills through several medias. Is there a particular project(s) I am are looking forward to using in your classroom? Why? The project I am most looking forward to using in my future classroom is creating podcasts. I know of many assistive technology tools for visual learners, but was unaware of the AT tools for auditory learners until I created a podcast. Now I have a tool I can use to read more books for my students, to recite assignment descriptions, or to make examples of podcast projects my students will work on.
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For my hour of code, I explored the games Kodable and Scratch Project. The game Kodable involves different activities for different age ranges, but the one I explored was the k-5 game Smeeborg which requires you to indicate with a set of arrows which direction your character needs to move in order to obtain all of the coins on the level. In order to play this game, you have to understand the relationship between direction and movement. When using Scratch Project, you can create your own interactive scene or game by combining different actions for each sprite. In order to play, you must understand the definition of each action and how combining actions will affect your sprite. I believe that coding is important to teach to students because not only does it give them valuable job skills for their future, but also because students also can learn other valuable concepts such as cause-and-effect and problem solving.
Class Dojo This app helps you keep track of student performance and behaviors in the classroom. You can give students points for positive behaviors such as active listening, helping others, and leadership. You can also keep track of things each student needs to work on. The app is very customizable, so you can change what behaviors you want to keep track of. Students can upload their work onto their portfolio to show their teachers, and teachers can send and show a student’s portfolio with their parents to update them on their student’s progress at school. Parents and teachers can also use the app to private message each other without having to exchange phone numbers. It is important that teachers use this app to share positive updates about students to parents, as any problem behaviors in the classroom should be addressed face-to-face if possible. It is also important to not use the point system to rank and compare students, as there are many factors that go into earning or not earning points on the app. Spell Block Academy For students who are ELLs and need an assistive technology app for spelling, Spell Block Academy can help them. The user moves blocks to complete the spelling of words while timed. When the user gets the words right, they are rewarded and move onto a higher difficulty. Teachers and parents can create custom dictionaries and change to words to best suit the needs of the student. The difficulty can also be changed within the settings, and it includes an “Advanced Wizardry” mode for older students who want to learn fantasy-themed words. It is important for students of all ages to be taught and be familiar with fantasy words such as “spells” or “texts” before using the app. Proloquo2go
This is a PECS (Picture Exchange Communication System) app that is used to help students who have difficulties communicating verbally. It can be used in English, Spanish, and French. The user chooses whichever pictures and words best communicate their needs or to construct sentences. All of the words and pictures can be customized to best suit the skill level and needs of the user. You can also easily transition to more and less complex vocabulary as the user’s vocabulary skills change, and can be used to teach vocabulary inside and outside of the classroom. You can change the voice that reads the words aloud to over 60 adult and children’s voices and you can also change it to your own or someone else’s voice with my-own-voice. For children with motor issues, you can change the hold duration and other features to make it more user-friendly. Super Mario Maker for Wii U What is the challenge level? Is it appropriate to skill level? The game difficulty depends on how the user customizes the game. They can put in as many or as few enemies, puzzles, and traps as they want. It has several tutorials to help the player understand all of the different ways you can interact with and customize the game, which is helpful for children who need step-by-step guided instruction. It is recommended for ages 5+. What types of choices does the user have? How immersive does a user become in the game? With each level, the player gets to customize and create the level. The player's experience of the game all depends on the choices they make about where to place all of the objects and enemies. Is navigation clear? The interface is simple with large letters and lots of visual examples at a slow pace. The tutorial walks the player through all of the different ways you can change the game in a way that eases the player from the easiest concepts such as placing a block to more difficult concepts like placing traps. How would you use this game in the classroom? This game is great for learning organizational skills, which is especially important for children with issues with executive functioning, so I would use this game as a fun tool to help those children who have difficulties organizing large tasks into smaller and easier tasks. This game also lets the player share their designs with classmates and friends, which encourages social and communication skills. Touch and Learn What is the challenge level? Is it appropriate to skill level?
The only skills required for the user is the ability to understand the app's questions and the ability to respond by pressing the face that represents their answer. The game has many ways to customize it in the settings to suit the needs and skill level of the child, such as the ability to use pictures and voices of people the child knows. It is recommended for ages 4+. Is feedback appropriate and timely? The app makes a sound immediately after the child chooses an answer. If the child answers incorrectly, they hear a neutral sound and are given the opportunity to choose a different answer. If the child answers correctly, they hear a celebration noise and a congratulatory message appears on the screen. Is navigation clear? The game itself is very clear with visual and auditory aspects. The settings are well organized and easy to customize. However, there is no tutorial which would help children and parents better navigate the app and learn to play the game. How would you use this game in the classroom? I would use this game for students with difficulties identifying and/or expressing emotional cues at appropriate times. This app would help them practice matching facial and body expressions with vocabulary about feelings. As I said in my “About” page, I have taught ages ranging from second grade to seniors in high school on a variety of subjects such as math, english, and physical education. While working with these students, I saw a variety of needs and learning styles in each student I taught but I felt I could not rise to the occasion and individualize each student’s learning because I had not been taught how to individualize teaching and the classroom to best fit all of their needs. Instead of allowing this frustration to deter me from teaching, it inspired me to learn how to individualize my teaching to my student’s needs.
I realized the best place to learn that skill would be in the special education field. Now that I have learned various methods to help me and my students, I have learned how important electronic tools and resources can be in the classroom. Having access to online databases with research-based teaching methods and curriculum resources helps me continuously learn and grow to be a better teacher, which increases the quality of my student’s educations. For my students, they can expand their knowledge inside and outside of the classroom by using online library databases filled with peer-reviewed articles and books at any time of day, as long as they have internet access. Assistive technology, such as a wheelchair for mobility or specialized utensils for children with gross and fine motor difficulties, help my students participate in the classroom as fully as their peers. |
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