Skip to main content

Home/ Jaxonenglish/ Group items tagged Choices

Rss Feed Group items tagged

Ryen Walter

You Can't Learn Much from Books You Can't Read - 0 views

  •  
    In You Can't Learn Much from Books You Can't Read by Richard L. Allington, the author discusses the roles of textbooks in the classroom. The textbooks that are used in grades fifth through twelfth don't match the reading levels of the students reading them. Classrooms use one textbook and go off the "one-size-fits-all" approach and now classrooms are using textbooks with a reading level two or more levels more advanced. This approached is shown by the achievements of US fourth graders shown to be the best in the US and then when they hit the misuse of textbooks, the achievements go down. The solutions to change this problem is to have multiple levels of text in the classroom, have student choice, and have individualized instruction. Student choice consists of having an assignment that can be done multiple ways so the student can pick the way they can excel and be interested in. Teaching the students different techniques to solve problems is part of the individualized instruction and seems to work very well.
Brie Phillips

Connecting the Digital Dots: Literacy of the 21st Century - 0 views

  •  
    The article, Connecting the Digital Dots: Literacy of the 21st Century, is arguing the point that the types of literacies are expanding every day, and people need to be kept up on them. The authors, Barbara Jones-Kavalier and Suzanne Flannigan, state that to be a fully functioning member of society, you must acquire and understand a new literacy; a digital one. They also state, "Today, we still seek better communication methods, only now we have myriad more choices, along with new tools and strategies and greater knowledge of effective communication". Technologies will not just be used to communicate though anymore, it is being to "create, to manipulate, to design, to self-actualize". In the New Literacy and Education paragraphs, it is stated that classrooms today are less advanced for the students who are being put in them. Almost all of these students are digitally literate, but teachers are presenting ideas in the ways they always have. Maybe, it is not just the classrooms that need remodeling, but the teachers need to attend workshops and become more accustomed to dealing with these new types of literacies. Schools who are looking to hire teachers need to look at what background the interviewees have, or require a pre-requisite for computer literacy. The authors also state that today, students are "digitally savvy". They don't believe that teachers should be re-typing overheads into PowerPoint's. There are so many different technological ways to teach things to students. It just isn't the same anymore to just use a whiteboard and an overhead projector. "As an example, now teachers can do a PowerPoint presentation with streaming video, instant Internet access, and real-time audio-video interaction, and they can do it with relative speed and ease".
  •  
    Barbara Jones-Kavalier and Suzanne Flannigan in their article "Connecting the Digital Dots: Literacy of the 21st Century" state the reason the definition of literacy has gradually changed through time, will always be changed, and that the history behind why it has changed leads to the definition itself. They assert that through the technological advancements the thought processes in the humans mind have drastically changed; and in order for literacy to keep up with this rapidly changing "E-generation" Jones-Kavalier and Flannigan express that our minds need to be open to this change. They state that "vision combined with practical, recognizable goals and incentives that encourage people to embrace new digital and visual literacy skills individually and collectively" will allow there to actually be a change universally.
  •  
    This article discusses how literate once meant a person's ability to read and write. Now that technology is rapidly changing, our society is learning to adjust to it. Now, literacy has a new definition. According to the authors, "Literacy includes the ability to read and interpret media (text, sound, images), to reproduce data and images through digital manipulation, and to evaluate and apply new knowledge gained from digital environments." Older generations are having a more difficult time adjusting to it than the teenage generation. Learning technology is starting to seem like learning a new language. Although, it's a priority for society to learn to acclimate to these changes in order to learn and communicate effectively.
kaitlin wilcox

Technology Affecting Younger Generations - 0 views

  •  
    They have even looked at a study called "Mistakes Are a Fact of Life: A National Comparative Study" and have found that the number of errors found in writing has remained the same for around a century. In this study Andrea and Karen Lunsford found that the number of errors was in the range of 2.11 to 2.45. The type of errors has changed though. Spelling errors have lessened and wrong word choice has taken the top spot. One explanation for this could be spell check not catching the wrong usage of nouns. Technical writing and composition professor Cindy Raisor said that the only change that she has seen is that students have stopped caring if they make mistakes.
Jessica Alonso

Chapter 6 - 0 views

  •  
    This chapter was about a topic that I have actually thought about which is being able to tell the "good guy" apart from the "bag guy" and what makes them that way. The fact that there are video games in which you can choose to play as the bad or good character in the story changes the way you play it and how you are perceived, Also as you choose which character to play, in the game alone even if you are the bad guy you are still the good character. In the real world people make out the world to seem black and white, your either the good guy or the bad guy. Who determines what is to be considered bad and good and just because a person makes a bad choice does not make them a bad person. The world is filled with millions of examples of cultural models and rule they way people think and perceive different things making a model of what we should all consider to be good and if we do something otherwise then it is the wrong (or bad) thing to do. Video games can teach the player that there is more meaning to to being the bad or good character and that a gray area exists.
Kim Jaxon

Friends, Friendsters, and Top 8: Writing community into being on social network sites - 1 views

  •  
    Article by danah boyd from the journal First Monday. Abstract from the site: ""Are you my friend? Yes or no?" This question, while fundamentally odd, is a key component of social network sites. Participants must select who on the system they deem to be 'Friends.' Their choice is publicly displayed for all to see and becomes the backbone for networked participation. By examining what different participants groups do on social network sites, this paper investigates what Friendship means and how Friendship affects the culture of the sites. I will argue that Friendship helps people write community into being in social network sites."
Ryen Walter

Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting C... - 1 views

  •  
    In the chapter "Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences" from Marina Umaschi Bers book, Civic Life Online: Learning How Digital Media Can Engage Youth, the author claims that online games, such as Zora, help our youth engage in community and civics. Zora allows it's players to create their own individual avatar, with physical, mental, and emotional traits that the players choose. Bers argues that Zora is a great way for children to think about their identity and civic life by making choices that will show them how to acquire certain sills and attitudes to become good citizens. Like many other researchers, Bers agrees that it is easiest to learn by doing, and games like Zora are helping to improve the youths social awareness. This chapter describes engagement in society not only by voting and being political, but by forming communities and volunteering.
  •  
    In "Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences" by Marina Umaschi Bers, Bers discusses a scenario that is being used all across the country. Zora is a three dimensional multiuser environment that students use to think about identity and civic life. Students make avatars and are in charge of everything going on in the city or summer camp. This came to life after identity construction environments (ICEs) were found that creative things to do on the computer make children learn better. The students work mostly with different civic identities like police, Jewish people, etc. along with real life, controversial community related issues which the students try to solve. Many of the tools used in Zora can then beused in real life and the moral values can be used both on the computer and in real life. Zora is different than traditional learning because "Children are put in the role of producers, instead of consumers, of information, knowledge, and habits of mind."
Gee Lo

Why We Hate Us? - 0 views

  •  
    The book "Why We Hate Us?" By Dick Meyer is about how we as American have too many option and things to buy or do that we sometimes can't afford to achieve that goal. So then we blame ourselves for not reaching that goal.
1 - 7 of 7
Showing 20 items per page