Those who follow me regularly know that when it comes to students, I subscribe to the "Join 'Em" philosophy more often than not. Not just digitally, either. Walk into my classroom and you may see me sitting on the floor working a problem, or checking out a student's YouTube channel after school. Education is about students getting what they need for their lives. My life and my schooling is already outdated and irrelevant.
When it comes to cell phones in class, though, the issue extends far beyond "beating 'em vs. joining 'em." I truly believe in the transformative powers of technology. Not only does technology have magical powers for increasing student engagement, but it also possesses the ability to create individualized learning experiences for our students. All that we dream of when imagining the ideal classroom (students working collaboratively on authentic, creative, meaningful projects) is possible through the device students carry in their pockets.
I am fortunate to work in a school and district that recognizes this, and teachers are encouraged to capitalize on the digital capacities students bring. With "Bring Your Own Device" policies being so new, teachers and students are bound to face several frustrations. Student wireless is often slow and overly restrictive. Some students don't have a device, so lessons must be designed with this in mind. Many educational games and programs use Flash and can't be accessed through phones. Cell phone batteries tend to die quickly, especially with students who text often and flood their memory with music and apps.
RELATED POSTS
8 Film-Makers for Students: Free, Cheap, and Easy Film-making is such a great way for students to express their understanding and learn from other students. These days there are so many drag-and-drop programs, that even the least techy person can create a professional-looking and imaginative product.
Outgame Your Online Learners My high school years were the beginning of the end of the paper-age. I first searched for a digital image at 15 (Remember Dan's Gallery of the Grotesque, anyone?),
Learning vs. Laundry: 12 Ways to Engage the Online Learner The power of online education extends far beyond providing access to non-traditional students -those who are limited by time, location, or expense. It has the power to transform and revitalize the educational experience for the learner.
Schools in The Apple Revolution: The User Experience What if we could design a program that allowed students to choose their best learning mode?In the Apple-inspired world, they can.
Digitally Illiterate Parents I realized that many of our parents do not have the technology literacy for this type of communication. This made me wonder: What responsibility do we have in educating our families about technology?
How Not to Use Technology in the Classroom Technology should be used to engage and enhance, not to distract and ignore.
Gamification One of the newest buzzwords of education is GAMIFICATION. Put shortly, gamification means using game principles to engage and motivate students. Gamification is NOT putting a student in front of a computer all day, every day.
The Flipped-Then-Re-Flipped Classroom As exciting as flipped classrooms are, the question is always asked, "What about the students who don't have the technology?"
When it comes to cell phones in class, though, the issue extends far beyond "beating 'em vs. joining 'em." I truly believe in the transformative powers of technology. Not only does technology have magical powers for increasing student engagement, but it also possesses the ability to create individualized learning experiences for our students. All that we dream of when imagining the ideal classroom (students working collaboratively on authentic, creative, meaningful projects) is possible through the device students carry in their pockets.
I am fortunate to work in a school and district that recognizes this, and teachers are encouraged to capitalize on the digital capacities students bring. With "Bring Your Own Device" policies being so new, teachers and students are bound to face several frustrations. Student wireless is often slow and overly restrictive. Some students don't have a device, so lessons must be designed with this in mind. Many educational games and programs use Flash and can't be accessed through phones. Cell phone batteries tend to die quickly, especially with students who text often and flood their memory with music and apps.
Our school librarian/media specialist offers a great solution for dying batteries!
The sign lets the students know - this is a place where technology is accepted and embraced!
I love how inviting this feels for studying, reading, or collaboration! 21st century learning right here!
RELATED POSTS
8 Film-Makers for Students: Free, Cheap, and Easy Film-making is such a great way for students to express their understanding and learn from other students. These days there are so many drag-and-drop programs, that even the least techy person can create a professional-looking and imaginative product.
Outgame Your Online Learners My high school years were the beginning of the end of the paper-age. I first searched for a digital image at 15 (Remember Dan's Gallery of the Grotesque, anyone?),
Learning vs. Laundry: 12 Ways to Engage the Online Learner The power of online education extends far beyond providing access to non-traditional students -those who are limited by time, location, or expense. It has the power to transform and revitalize the educational experience for the learner.
Schools in The Apple Revolution: The User Experience What if we could design a program that allowed students to choose their best learning mode?In the Apple-inspired world, they can.
Digitally Illiterate Parents I realized that many of our parents do not have the technology literacy for this type of communication. This made me wonder: What responsibility do we have in educating our families about technology?
How Not to Use Technology in the Classroom Technology should be used to engage and enhance, not to distract and ignore.
Gamification One of the newest buzzwords of education is GAMIFICATION. Put shortly, gamification means using game principles to engage and motivate students. Gamification is NOT putting a student in front of a computer all day, every day.
The Flipped-Then-Re-Flipped Classroom As exciting as flipped classrooms are, the question is always asked, "What about the students who don't have the technology?"
Comments
Post a Comment