TPACK Badges

On this page, I will be reporting about the different badges that I will be completing in my pre-service tech course. Come along and join me as I learn about things like gamification, project-based learning, and more!
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Week 1: Gamification

Brock University. Gamification Badge (Online Photo)
[Retrieved from https://lms.brocku.ca/portal/site
]
I chose to pursue the Gamification badge because our tech course is gamified and because I believe that gamification would be a great way to increase engagement in my future classrooms. During this module, I explored the concept of gamification and how it can be used within a classroom setting. Gamification is using the elements of gaming to build off of people's natural motivation to engage them in every day, non-gaming activities, such as learning. Gamification can be used in the classroom through pre-designed tools, such as Dreambox or Prodigy, or by integrating gaming elements, such as levels and goals, into the overall classroom system. Two reasons why a teacher may want to incorporate gamified learning experiences into their classroom could be to engage learners and to differentiate learning. If gamification is integrated effectively, it can be highly motivating and fun for learners, which would be a significant change in today's schooling system, where the common perspective is that school is boring. Additionally, gamification can be a great way to differentiate learning because it allows students to work at their own pace and it provides them with challenges that are appropriate for their skill level. Prodigy is a great example of gamified learning that tailors to student's individual skill levels and you can learn more about Prodigy in the video below.

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Week 2: Hour of Code

Brock University. Hour of Code Badge (Online Photo)
[Retrieved from https://lms.brocku.ca/portal/site
]
Coding is definitely an area of technology where I am very inexperienced an uncomfortable, which is why I chose to complete the Hour of Code badge this week. Coding is an important skill to teach students because as our world becomes more and more technologically advanced, we need to be teaching our students to create technologies, not just consume it. Technological skills are definitely an essential skill in the 21st-century and coding is will help prepare them for the world that they will be graduating into eventually. Not only is coding a technological skill, but it also encourages transferrable skills like computational competencies, problem-solving, critical thinking, and logical thinking. After completing this module, I feel a little more confident about including the hour of code into my future classrooms. I found the lesson and activity ideas from edugains and from Tynker Hour of Code to be extremely helpful because they provide coding activities that align with curricular expectations. In order to integrate the hour of code into my future classrooms, I could integrate it as an isolated activity to have them learning the language of code, but I could also integrate it into other subjects. For example, a lesson I found on edugain that I could see myself using in the future is an activity where students use Google Scratch to create specific shapes, thus aligning with the geometry strand of the math curriculum. Coding is definitely a very diverse and helpful tool that I look forward to learning more about so that I can adequately equip my future students with an understanding of the coding language.

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Week 3: Project-Based Learning (PJBL)

Brock University. PJBL Badge (Online Photo)
[Retrieved from https://lms.brocku.ca/portal/site
]
This week I chose to pursue the PJBL badge because I believe that PJBL is a great way to engage learners, to make learning meaningful and purposeful, and to connect curricular expectations to real-life contexts. Thus, I was interested in learning more about how to implement PJBL in my future teaching practices. PJBL essentially is when students have an end-product to demonstrate their learning as opposed to simply answering questions on a test. Although, C. Figg (2013) emphasizes that there is more to it than simply having a project, but highlights the importance of learning through the project (not just as a representation of learning) and of critical thinking and reflection. In the below diagram, you will see a project-based unit that I designed using the information that I learned within this module. I would like to highlight a few important points about this activity. First of all, I followed C. Figg's (2013) structure that includes three stages: setting the stage, core development activities, and closure/consolidation activities. Secondly, critical thinking, collaboration, reflection, and revision were all concepts that were continually highlighted throughout the various resources that I read, thus this unit includes opportunities for students to think critically, to work collaboratively, to reflect on their work, and to revise it before their final product. Also, this unit does not simply include a project at the end of the unit, but the project is used as a learning tool where students are actually learning through researching and creating their project, which A. Miller (2017) expresses as being "the main course, not dessert". Lastly, I would like to point out how this activity allows for creative freedom from students, where they can choose a focus that interests them.



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Week 4: Digital Citizenship

Brock University. Digital Citizen Badge (Online Photo)
[Retrieved from https://lms.brocku.ca/portal/site
]
I chose to pursue the digital citizen badge because it is crucial that I prepare myself to teach students how to protect themselves and behave properly online. The internet is an increasingly more prominent part of our society and the students in my future classroom will be growing up in a world surrounded by technology, thus it is essential that we equip them with the skills to navigate that world effectively and safely. This module was a bit a long haul with there being three sub-modules, but despite taking longer than usual, the insight that I have gained is invaluable.

Copyright
As a songwriter, I appreciate copyright regulations and how they protect our creative works. As a teacher, I think it is essential that I learn about what I can and can not do in regards to copyrighting, which is why I chose to complete the digital citizenship badge this week. After completing the copyright module, I have new understanding of what copyright is and what my limitations are in regards to using copyright work as a teacher and I also learned about how to navigate CC Search and Flikr in order to find media that I can use and share.  I learned about fair dealing, which essentially gives individuals that right to use copyrighted materials for research, private study, criticism, review, news reporting, education, satire, and parody (providing it follows certain criteria and restrictions). Some important limitations that I discovered and that I consider incredibly important as a teacher, are that we can not copy things that are intended for one-time use (ex. Workbooks), sound tariffs apply for music being played outside of instruction (ex. Assemblies, school dances, concerts, etc.), and that just because something is publicly accessible on the internet, that does not mean we have the rights to copy it or use it in the classroom. Not only is it my responsibility to make sure I am following copyright laws when using materials in my lessons, but it is also my responsibility to educate my students about copyright laws and ensure that they are following them in their class work. A few key points that I think are most important to teach students is that any original work is protected by copyright, that unless a creator has a creative commons license, we are not authorized to use or share their work without their permission, and how to locate materials with creative common licenses.

Ryancr. (May 21, 2006). Stealing (Online Photo). [Retrieved from flickr.com/photos/ryanr/157458385] 
Airpix. (February 25, 2017). Share (Photograph). [Retrieved from flickr.com/photos/144152028]

Cybersafety
During this module, I had the opportunity to peruse various videos and games that can be used in the classroom to help students understand how to use the internet wisely. I was very impressed with the multitude of great resources there were. Of all the wonderful resources I looked into, the one that I think I would be the most likely to use as a teacher are the Training Missions games. These games offer students a gamified opportunity to learn about an practice internet safety. There are four missions that students can participate in where they identify spam emails, block people that ask for personal information, differentiate between good website content and dangerous adds and pop-ups, and respond to cyber bullying. I particularly like these games because they relate to experiences that students may actually be facing online and they really help prepare them for protecting themselves on the internet. When using this in the classroom, it would be important to use these missions to guide discussion in the classroom and to help students understand why the strategies that they learn through these games will help protect them and keep them safe. Not only would this game be a great tool for learning, but I also think that they would be games that many students would genuinely enjoy playing, which is extremely important in order for the games to be effective.
Carnegie Mellon University. (2018). Email Mission (Online Photo)
[Retrieved from 
http://www.carnegiecyberacademy.com/missions.html]
Digital Citizenship
In today's day and age, digital citizenship is an essential skill for success in our internet-loving society. Hagen C. (n.d.) shares 9 elements of digital citizenship, which helps summarize the different aspects of digital citizenship that we should ensure that we are equipping out students with. The 9 elements are digital access, digital commerce, digital communication, digital literacy, digital etiquette, digital law, digital health and wellness, and digital security. I specifically focused on digital citizenship and social media. After reading a variety of articles discussing how to be responsible digital citizens on social media, I came up with the following set of social media rules.
 6 Rules for Using Social Media
  1. Before you post something, ask yourself "Is this something I would want my parents or a future employer to see?"
  2. Don't share confidential information (even if your profile is private)
  3. Report cyber-bullying and inappropriate behaviour
  4. Be nice and respectful to others. NO BULLYING
  5. Don't believe everything you see/read on social media
  6. Be careful interacting with people you don't know in real-life

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Week 5: 3D Printing

Brock University. 3D Printing Badge (Online Photo)
[Retrieved from https://lms.brocku.ca/portal/site
]

This week I chose to pursue the 3D printing badge. 3D printing is not something that many schools have the luxury of having yet, but it is becoming increasingly more common, so I thought it would be a useful thing to learn about. I am also personally intrigued by 3D printing, so I chose to learn more about it just out of personal curiosity. Throughout this module, I was able to learn about some of the really cool things that some people have made with 3D printing and I have discovered how it is such a versatile and useful tool. The videos have really inspired me to think of some cool or practical things that I could 3D print. I thought it would be interesting to further my learning by pursuing Pinterest, Thingiverse, and Tinkercad to see what creative things some people have come up with and it has made me realize that the opportunities are truly endless. 

I also really appreciated reading through the case studies, where teachers, McGowan and Utter, demonstrate how they have used 3D printing in their classrooms. These case studies demonstrate how 3D printing can be used to engage and inspire students, to promote collaboration and teamwork, and to encourage innovation, all while meeting curricular expectations. This module inspired me to think about how I could use 3D printing in my future classes. Some of the ideas that I have thought about are to create landforms in Geography, building structures, simple machines, electrical circuits, and habitats in Science, and for vectors, shapes, and measurement in Math. It just so happened that the Makerspace was hosting a 3D printing workshop this week and Tinkercad had a webinar as well this week, so I thought I would take advantage of these opportunities to extend my learning on this topic. The Makerspace workshop focused on a lot of the same skills that I learned in the Tinkercad tutorial, but I designed my own key chain from scratch (pictured below). The webinar was fairly interesting as it focused specifically on 3D printing and how it can be used to accommodate for students learning styles and disabilities in the classroom.


Natalie McMillan (February 15, 2018). 3D Printing (Online Gif). 
[Retrieved from https://giphy.com/gifs/3dprinting-makerspace-iqscMOOrft22rETACO/embed]


Natalie McMillan (February 15, 2018). 3D Printed Key Chain (Photograph).

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Week 6: Flipped and Blended Learning

I chose to work towards the Flipped/Blended badge this week because I felt like it was something that I was not very familiar with and I sure am glad that I chose it because it was extremely insightful. After this module, I am able to define what flipped and blended learning is and consider how I might use flipped and blended learning in my classroom. Blended learning is essentially tech-enhanced instruction. It goes beyond simply incorporating technology into the classroom, but it uses technology in a very profound way to blend with and enhance instruction. In the video posted below, Jen Johnson (2014) does a great job of explaining just what blended learning is and she shares 4 main hallmarks of blended learning.
  1. Strong connection between online and offline learning 
  2. Increased collaboration and student control
  3. Online classroom present (ie. Schoology, Google Classroom)
  4. Re purposes class time to increase application, collaboration, and teacher-student interaction
A flipped classroom is a very similar concept that pre-loads the content, where students can learn the content on their own time, at their own pace, so that more classroom time can be spent on application. Lodge McCammon (2011) expresses that after flipping their classroom, they spend approximately 90% of class time on application and only 10% on content. This provides more opportunities for rich learning experiences and for differentiation. Some examples of how teachers may use flipped and blended learning in their classrooms is by having stations instead of direct instruction, using collaboration, providing students with videos or online modules, and involving a variety of differentiated practical activities for classroom time.


Jen Johnson (January 20, 2014). Blended Learning and Technology Integration (Youtube Video). 
Retrieved from https://www.youtube.com/watch?v=KD8AUfGsCKg&feature=youtu.be


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