Both the screencasts and the videos were very informative about a topic that deserves to be more widely recognized. In particular, I was very interested in the input versus output section, because it takes into account the number of different disabilities students might have. Adaptive technology is a broad term that encompasses many different techniques and approaches, but we have to consider that while some students have difficulty expressing ideas and others have difficulty receiving them, that does not mean that they are incapable of the internal processes that guide those instincts.We simply need to facilitate methods of helping them express those ideas that they have but can't quite get out.
3 Devices
Cowriter
- An alternative word processing program.
- Program that predicts the next word in a sentence, pulling from that students vocabulary.
- Helps students who have great ideas but have difficulty getting those ideas on paper.
Ergonomic Hardware
- Hardware that is designed specifically for comfort and ease of use.
- If the obstacle to learning and understanding is the device or medium itself, ergonomic design helps with facilitating a simpler connection between the user and the device itself.
- This could help the vision impaired,for example, who require a keyboard with larger letters and a screen that scales in size content-wise.
Voice Recognition Software
- Software that converts your voice into text or your voice into commands prescribed by you to complete certain tasks.
- Voice recognition software either provides speech to text services or carries out simple or complex tasks based on the programming you do before hand.
- For students with physical disabilities, this allows them to participate in assignments with the rest of the class and hand in word documents semi-normally rather than through other methods. Helps the student and the teacher.
Voice Recognition Software is not as simplistic as you might think. Besides the applications mentioned above, speech to text and simple commands, there are also other resources available to those who need this service. For instance, Head Mouse Extreme is a device that essentially acts as a virtual mouse for those students who aren't able to use a real one.The HeadMouse has a wireless optical sensor which tracks a tiny disposable target that is worn by the user in a convenient location on their forehead, glasses, hat, etc. It works just like a computer mouse, with the mouse pointer being moved by the motion of the user's head. This way, the student is not only limited to composing word documents and sending emails if they don't have full use of their arms or their limbs. They can play computer games, change settings, and complete most of the actions that users with full capabilities can. Since the HeadMouse is available through USB connection and doesn't require extra drivers, it is easily accessible to a variety of users.
Jeremy's Fall 13 Class Blog
Wednesday, October 16, 2013
Monday, September 23, 2013
Learning Analytics
Learning analytics, to provide a contemporary example we'll all be familiar with, is the equivalent of tailored ads on Facebook or Youtube. Once you're logged into Facebook, every site you visit while logged in is recorded and based on your browsing habits, the ads on the sidebar will change. If I visit the H&M website, I get little notifications about sales they are having, and if I visit Groupon every day, the sidebar inserts a daily Groupon deal. This theory is slowly being integrated into an educational environment, where its operative use will be gleaning data from the patterns of each student's online behavior (yes, privacy is a concern, and yes it is addressed even if it isn't fixed). The main problem now is that it's hard to gather this information when each student visits multiple websites. The solution there is to filter all activity through a dashboard, in hopes of identifying learning issues early enough to create a solution. For reading, the closest to my discipline, they suggest "Kno," an e-textbook company, launched the “Kno Me” tool, which provides students with insights into their study habits and behaviors while using e-textbooks. Students can also better pace themselves by looking at data that shows them how much time has been spent working through specific texts, and where they are in relation to their goals.
Wednesday, September 4, 2013
Data Driven Teachers
A data-centered approach to teaching is immediately offputting, especially in an English classroom, where I will theoretically be. However, the author of this article makes a lot of cogent arguments for the usefulness of compiling and extracting information from large sets of data. The immediate impulse for me, as potentially in charge of an English class, is to center it around extended discussion sessions, because that's what really works for me. However, it's extraordinarily difficult to draw any real receptive indicators from those sessions. If something isn't working, it's very difficult for me, as the teacher, to both effectively lead and foster discussion as well as ensure that I'm connecting and engaging with each of the students I am teaching. Just because I love to read does not even remotely mean that will transfer to my students, and so I need to set tangible goals to work towards using numbers and percentages. This is something that will be a challenge for me, I can tell, but I am looking forward to becoming more proficient.
Monday, September 2, 2013
Engage Me or Enrage Me
I like the sentiment behind this article a lot, but the term "engagement" is frustratingly nebulous in this context, and assuming that "gamifying" a curriculum will work for every (or even most) students seems naive. I like how he places emphasis on ideas rather than the elements used to dress up and present those ideas. There's a reason that games like chess or (much) more recently Tetris have remained popular and prevalent as games exponentially more complex come out around them: it's because the foundation on which those mechanics are built on are rock solid and timeless. So, by that logic, we as educators need to find simple, compelling mechanics to act as the foundation of our engagement strategy and build and iterate upon those tried and true basics.
Lesson: Oops! I Broadcast It on the Internet
As technology and perpetual connectivity becomes more and more prevalent earlier in students' lives, it becomes more and more important that students understand they are leaving a sometimes permanent footprint on the internet. The key word of this lesson is "consequence," and it's extremely important that all students know the gravity of the decisions they make online and how "real" it is even if it doesn't seem so. The lesson itself promotes critical thinking skills and problem solving through role-playing and scenario examination, but I really like it because the messages they should leave with aren't empty ones. If I had had a Twitter in 7th or 8th grade I know I would regret the things I posted on there. Thankfully, the online blogging/self-expression began burgeoning after I had slightly more common sense, but unfortunately kids today don't have that entirely arbitrary barrier.
http://www.commonsensemedia.org/educators/lesson/oops-i-broadcast-it-internet-6-8
Understanding the Digital Learner
I agree almost wholeheartedly with everything stated in the article, with one major, significant exception. We are the generation the author is talking about, as are the kids who we will eventually be teaching. I didn't have access to a computer with internet until about seventh grade, and didn't own a smart phone until months ago. I did't have a modern video game system until high school, and my TV watching was limited by my parents. I know I'm in the minority in this regard, and yet I still consider myself highly proficient in technological pursuits and constantly "plugged in." The way in which the author frames the argument in an "us v. them" context is off-putting because in our case there is really just the "us." We, the millenials, are the first generation to grow up with this technology simply around us at all times, and it's become second nature. I can get a new electronic device and master it in a week, and since we're growing as the technology is growing we will never experience the gap or learning curve that older educators grapple with. For better or worse, everyone has a computer, everyone has an iPad, and they are obtaining these devices earlier and earlier, and subsequently mastering them earlier, but the gap is nowhere near what the author of this article posits.
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