Saturday, August 12, 2017

Social Learning Theory and VoiceThread

This week I had the opportunity to explore the uses of VoiceThread to communicate content and information to my students. I was so impressed with the tool and it’s versatility. It was very simple and fun to import images, PowerPoint slides, and audio recordings to create a learning slideshow for my students.

I teach at an all girls leadership academy in Cleveland, Ohio. Each day we start our day by reciting our “Douglas MacArthur Creed”, which is an inspirational poem by poet Alice Potter. Students as young as Pre-K and as old as 8th grade say these words together in unison to start our day in a positive, uplifting, and motivational way. As the teacher in charge of the “Lady Leadership Committee”, my job entails improving school climate and culture through implementing school-wide social and emotional learning activities.  I really wanted to use VoiceThread to explain the Creed to our newest students, so that they can not only learn the important words we say everyday, but also understand why it is such a meaningful part of our school culture.

In this VoiceThread, I introduce our special school, discuss why we say this Creed everyday, and then engage in an echo reading of the words. This VoiceThread will played at our school’s welcome assembly this year where we discuss the student’s behavioral and academic expectations and well as the school’s code of conduct policies. In addition, I shared this VoiceThread with my school’s principal and curriculum and instructional coach. They would like to put this link on our school’s website so that new students and their families can practice the Creed at home. They liked the technology so much that they asked me to make an additional VoiceThread that breaks down the challenging words in the Creed and provides a more clear explanation of what these words mean. For example, our younger students say these words everyday, but do not necessarily understand the significance and meaning of words like “optimistic” or “nurturing”. Because I enjoyed creating presentations so much with this software, I will create an additional VoiceThread that accompanies this one, to help define and explain the significant words in our Creed.

I have attached the link to my first VoiceThread below. Please note that the student’s voice who is echo reading in the audio is my own daughter, who is actually starting Pre-K at our academy next week! I believe that this VoiceThread will benefit all of the new students in our school that may wonder why we say these words every morning.

Here is the VoiceThread:

Thursday, August 3, 2017

Constructivist Learning Theory, Teaching, and Learning

By: Cristina Stratton

“In the information age, educators faced a new challenge called 21st century learning, entailing the development of critical thinking and problem solving skills in our students” (Er & Er, 2015, 1141) Constructivism and Constructionism learning theories give educators a way to meet the challenges of teaching critical skills in a more learner-oriented environment. Both learning models believe that knowledge is created by the student through an active process of interacting with the real world. As 21st century educators evolve and modern technologies advance, classrooms across the world are moving away from traditional, direct instruction approaches. The learning that takes place in the classroom environment is no longer centered on a teacher and his or her plans, but more toward practices that center around the students and their meaningful interactions.  Constructivist and constructionist learning theories support this innovative movement in education, affirming that learners must be active participants and that learning is a process in which people can construct their own knowledge and understanding of the world around them. Constructionism supports the constructivist perspective that the learner is an active builder of their knowledge. Furthermore, constructionism theory asserts that “knowledge is not simply transmitted from teacher to student, but actively constructed in the mind of the learner…learners don't get ideas; they create ideas (Orey, 2001, Sect. 3). Constructionist models emphasize that people develop understanding and demonstrate learning by building tangible objects through authentic, real life learning opportunities, and then share these artifacts with others (Laureate Education, 2015e). A teacher that is utilizing a constructivist approach will provide an environment designed to allow learners freedom to interpret and construct knowledge based on their own experiences.  The teachers’ newest role in this information age is to find ways to integrate technology into the curriculum so that learners build on their own experiences, construct their own meanings, create products, and solve problems successfully (Er & Er, 2015, p. 1441).
The theories of constructivism and constructionism excite and motivate me as an educator, and I can see these theories’ application in my own classroom, within an all-girls leadership academy. My second grade female students are very diverse learners, curious about the world around them, eager to use digital tools, and have a great variation in background knowledge, experience, ability levels and interests. A constructivist/constructionist approach to teaching will help me energize my young learners while differentiating their instruction to meet their needs and interests. A classroom based on constructionism has many elements that promote a learner-oriented learning environment in which the instructor acts as a facilitator and guides the learners along their paths of learning (Orey, 2001, Sect. 4). Orey (2001) describes two instructional strategies, “Learning by Design” and “Project-Based Learning” that have emerged from the constructionist theory. Learning by design emphasizes the value of learning through creating, programming, or participating in other forms of designing and strongly suggests that tasks should be based on hands-on experience in real-world contexts (Orey, 2001, Sect. 5 & 7). Project-based learning, moreover, engages learners in complex activities, requiring multiple stages, and an extended period of time. Projects in this instructional strategy focus on the creation of a product or performance, and require learners to choose and organize their activities, conduct research, and synthesize information (Orey, 2001, Sect. 10). 
In my scholarly research on these learning theories, researchers Er and Er (2015) support the creation of a constructivist/constructionist modeled classroom through the usage of instructional technology. “Technology offers instructors tools to personalize learning experiences through innovative learning environments including simulations, animations, scaffolded and guided practice sets” (Er & Er, 2015, p. 1142). Pitler Hubbell, & Kuhn, (2012), also suggest infusing digital technologies to engage learners in structured tasks that generate and test hypotheses. “When students generate and test hypotheses, they are engaging in complex mental processes, applying content knowledge like facts and vocabulary, and enhancing their overall understanding of the content” (Pitler Hubbell, & Kuhn, 2012, p. 204). The advancements in technology in regards to organizing and brainstorming software, data collection and analysis tools, and instructional interactives play a vital role is generating and testing hypotheses opportunities in the classroom (Pitler et al, 2012, p. 205). The newest instructional technologies like Kidspiration, Inspiration, spreadsheets created in Microsoft Excel, and digital probes and microscopes can be utilized in a constructivist approach to “allow students to spend more time interpreting the data rather than gathering the data” (Pitler et al, 2012, p. 205).
One way that I have used a constructionist approach and a “learning by design” model in my classroom is through the creation of interactive “Tinkering Stations”. From my research on girl’s learning with technology, statistics show that females are strongly underrepresented in STEM courses and careers. My school created a program that is researched-based and drives to close the gender gap while exposing girls to STEM experiences a fun, concrete way. In each classroom, as early as Pre-K and then up to 8th grade, teachers use these tinkering stations so that girls can apply STEM skills to solve real word problems. My classroom “Tinkering Station” gives my female students the opportunity to create and tinker, without restriction, and also help them develop their creative confidence so that they can begin to perceive science, technology, math, and engineering as fun and tangible. On “Free-Choice Fridays” my students are able to explore a variety of open-ended tools and materials to play with and explore. In accordance with the ISTE Standards for Students (2016) tinkering stations allow my students to become “innovative designers” and use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.
As a facilitator of learning during this tinker-time, I use and manage forms of technology and student learning strategies in these hands-on “makerspaces” (ISTE, 2008). One example of a “makerspace”  or tinkering station that I have set-up before is a collection of old computers and small tools. I opened up the cases of broken computers so that the girls could use magnifying glasses to see how the computers were built and wired. I encouraged them to take things apart and then put the parts back together. Some students tried to build a “super computer” by combining parts from multiple machines. Another tinkering center that my students enjoy is filled with an assortment of Hot Wheels racecars, track pieces, and ramp and loop parts. The girls are encouraged to explore force and motion through the engineering of these racetracks. They work in small groups to build their racetracks. Using IPads, they record video of their cars going through the track. We project the videos onto the Smartboard and the girls critique each track, discuss and explain possible improvements or reasons why the cars moved fast or slow, why they went around the loop, or crashed off the course. We share some of the videos on ClassDojo so that parents can also experience the fun we are having while learning in the classroom. My lady leaders love having the freedom to drive their own learning in the tinkering stations, and they are always very creative and innovative in their approaches. My 21st century students are eager for these types of student-driven, inquiry-based projects that infuse technology with real-world scenarios (ISTE, 2008).
As I researched various sources for the topic of constructivist and constructionist learning theory, I found strong connections and support for the tinkering station strategy that I utilize in my own classroom. Er and Er (2015) confirm that classrooms should be designed in such a way that the learners interpret and construct meaning based on their own experiences and carry out research to find solutions to the problems they encounter in the learning process (1142). A YouTube video entitled, Constructivism in the 21st century classroom, is one popular source that I researched for this learning module. It clearly explains how project-based learning is a great instructional strategy for teachers to use in a constructivist inspired classroom setting. Through various examples, Hassan (2015) explains that problem-based learning is an effective approach that inspires learners through complex and real world projects to acquire new knowledge while developing and applying basic skills. Problem-based learning engages learners as they choose, plan, design and construct artifacts. The activities are learner-centered, and the instructor is there to provide resources and guide students during the learning process (Hassan, 2015). Furthermore, in another popular source, Vanderwerff (2014) in his article, “Makers in the Classroom: A How-to Guide,” explains that Seymour Papert’s constructionism theories have given rise to a trend in classrooms called “Making,” which is any activity where people create something, often with their hands. Vanderwerff (2014) explains, “We all construct our own meaning of the world around us; 'Making' just gives us a context to construct our understanding in. It engages students’ hands in the work of their minds in order to help them construct deep conceptual understandings” (para. 7). My upcoming Genius Hour lesson will be inspired by a constructivist learning approach, and  I will take the suggestions from both Hassan‘s (2015) YouTube video and Vanderwerff’s (2014) article that call for more open-ended, student driven, project-based learning projects.  My genius hour project will have students explore and apply solutions for real-world problems.  As suggested by the referenced sources above, my student’s genius hour inquiry-driven project will allow them to explore their interests and what they are truly passionate about. Through research, collaboration, interaction with technology tools, and finally creating a final presentation or product to share with others, my students will have rich learning experiences inspired by both the constructivist and constructionist learning theories.
Technology penetrates all layers of modern life - not only transforming the way we communicate, socialize, and conduct business, but also contributes to the way students will learn and the way teachers will teach (Er & Er, 2015, 1142). There are so many possible strategies that teachers can utilize within constructivist classrooms that integrate instructional technology.  Technology plays a vital role in enhancing the learning process and is a valuable tool to employ when designing meaningful instruction. Constructivist educators are supposed to provide learners with suitable instructional technology to make them think, reflect and develop ideas, and then to test their ideas in a practical meaningful context”  (Er & Er, 2015, p. 1142). As I embrace a more constructivist classroom philosophy, my role as an educator is to move away from teacher-directed activities and employ a more student-centered learning environment. As suggested by constructivist theory, I want my students to turn their experiences into knowledge, and in order for this to happen, I need to maintain a safe and comfortable environment in which my students feel free to take chances, express themselves, and develop their own opinions. Furthermore, I need to put the available digital tools into my student’s hands so that they can be motivated and engaged in the creation of their own learning.

References
Er, M., & Er, N.F. (2013). Instructional Technology as a tool in creating constructivist
classrooms. Procedia – Social and Behavioral Sciences, 93, 1441-1445. Retrieved from:
Hassan, A. (Producer). (2105, October 2).  Constructivism in the 21st century classroom
 [Video podcast]. Retrieved from
International Society for Technology in Education (ISTE). (2016).  Standards for students.
International Society for Technology in Education (ISTE). (2008).  Standards for teachers.
Laureate Education (Producer). (2015e). Constructionist and constructivist learning theories
[Video file]. Baltimore, MD: Author.
Orey, M. (Ed.). (2001). Emerging perspectives on learning, teaching, and technology. Retrieved
Pitler, H., Hubbell, E. R., & Kuhn, M. (2012). Using technology with classroom instruction that
works (2nd ed.). Alexandria, VA: ASCD.
Vanderwerff, A. (2014, May 14). Makers in the classroom: A how-to guide. EdSurge. Retrieved

Wednesday, July 26, 2017

Cognitive Learning Theory, Graphic Organizers, and Virtual Field Trips
By: Cristina Stratton

School is not in session for two more weeks, so in order to complete this assignment, I met with two of my former second grade students today, Grace and Shirley, at a local ice cream shop. They are preparing to enter third grade very soon. I explained to the girls that teachers are always learning, too, and that I am currently in college again, working on my Master’s degree. I brought along my laptop and asked them to help me complete one of my assignments. They were so excited to participate and thought it was so funny that I was in school in the summertime and that I was being graded on this!
On my laptop, we watched a really cool virtual field trip called “All About Amphibians,” presented by Siemens STEM Academy and the Smithsonian’s National Zoological Park. (I have attached a link to the virtual trip below.) Before starting the field trip, I asked some probing questions to see if the girls had any prior knowledge of amphibians. I was pleased that they recalled some information about the animal group that we had learned during the previous school year. I told the girls that as we watch the video, I wanted them to specifically pay close attention to the four different types of amphibians described in the video. Together, as a small group, we ate our ice cream and watched each of the field trip’s segments to learn about a wide range of amphibians from around the world. We watched scientists explain why amphibians are important, why they are being studied, and the threats facing amphibians in the wild.  We took breaks after each segment to discuss and review what we had just watched.
The objective of the lesson was for my students to understand and describe the characteristics of different types of amphibians. After we watched each segment of the field trip, I would minimize the video and pull up the concept map graphic organizer that I made using “Lucidchart” software on my computer. (The link to the completed graphic organizer is below).  The students told me what to type in each bubble on the organizer. If we had been in a classroom setting, I could have had this  graphic organizer projected onto the SmartBoard, and the students could have written their ideas in the bubbles themselves. Or, perhaps they could have had their own Ipad with this graphic organizer open, and they could have been recording their ideas simultaneously while we watched the field trip. Even though I was not able to incorporate these other technologies, the organizer was sufficient and worked really well as a way for me to assess what the students were learning from the virtual field trip.  Since I was in charge of typing their responses for them, the pace of the lesson was quick, and the students stayed really engaged. They were impressed with how I was able to so easily record their responses into the word bubbles. Once completed, we reviewed each of the 4 categories of amphibians, and it was clear that the girls were able to clearly answer my essential question, which asked, “what are the defining characteristics of each type of amphibian?”
            Every year, I teach about animal groups in my second grade science class. This virtual field trip and concept map will be an excellent addition to my instruction. In addition, I created a Venn diagram using Lucidchart, which is comparing and contrasting the frog and the toad. (I have also attached this link below). Grace and Shirley helped me fill in the circles on the organizer, but in the classroom, I would again, let the students complete the work themselves either on the Smartboard, an Ipad, or with a pencil and paper.  These graphical tools will help my students connect with the content that I am teaching by organizing and linking their ideas. These graphic organizers, created with technology are just an example of how I incorporate components of the Cognitive Learning Theory into my instruction.

Important Links:
All About Amphibians” Virtual Field Trip:

Lucidchart Concept Map:

Lucidchart Venn Diagram:





Friday, July 21, 2017

Behaviorist Learning Theory, Instructional Strategies, and Technology Tools

“Behaviorist techniques have long been employed in education to promote behavior that is desirable and discourage that which is not. Among the methods derived from behaviorist theory for practical classroom application are contracts, consequences, reinforcement, extinction, and behavior modification” (Orey, 2001).  In modern day classrooms, many teachers are still using instructional strategies and behavior management methods that derive from behaviorist theory.  In my own 2nd grade classroom, I control and monitor behavior using a clip behavior chart system, I write behavior contracts, and I provide rewards and reinforcement in several ways.  These strategies all were inspired by behaviorist techniques. Reinforcing effort and providing meaningful recognition are important behaviorist ideas. Utilizing the most recent technology tools in conjunction with behaviorist instructional strategies will enhance students’ motivation for learning and their understanding of the relationship between effort and achievement (Pitler, Hubbell, & Kuhn, 2012).

“Technology helps students and teachers better track the effects of effort and provide more immediate feedback to students” (Pitler, Hubbell, & Kuhn, 2012). One instructional strategy that I wish to try and incorporate in my upcoming Genius Hour lesson is an effort rubric, created in a Google Docs spreadsheet. Pitler, Hubbell, & Kuhn (2012) suggest that rubrics and spreadsheets help students make the connection between their effort and achievement. I will have a discussion with my class about what effort will clearly look like as we research and prepare our presentations for Genius Hour. Together, the students and I will create an effort rubric, making sure that they have a clear understanding of each category. Using this spreadsheet, my students will be able to track their effort weekly, as they complete their passion project. This strategy, based on a behaviorist approach of reinforcement, would allow my students to see how their grade is affected by how much effort they put forth in their work.  Allowing students to track their effort is a systematic and consistent approach that allows students to take more responsibility for their own success (Pitler, Hubbell, & Kuhn, 2012). 

Another way teachers can implement the behaviorist approach in their classroom while utilizing technology is through providing recognition. In order to work effectively, the recognition and praise selected must be specific and aligned with the expected performance and desired behaviors (Pitler, Hubbell, & Kuhn, 2012).  I appreciated the abundance of suggestions from our course text about using technology tools to provide meaningful recognition.  I already provide my students with personalized certificates and awards at the end of a marking period to support a job well done. I was not aware of the free certificate generators or badge generators available online. I will, going forth, utilize these types of websites to help my students feel more motivated, appreciated, and recognized for their success.  Technology provides a way to take the behaviorist principals of recognition and reinforcement to new levels. “Posting exceptional student work on the Internet opens up possibilities for recognition from friends, peers, professionals, and relatives across the globe” (Pitler, Hubbell, & Kuhn, 2012).  I already use ClassDojo to showcase exceptional student work through photographs and work samples. This school year, I plan to implement the new student-led digital portfolio options on ClassDojo. This will be one additional way I will help my students take pride and ownership in their learning while giving them access to digital tools that foster communication, positive reinforcement, and meaningful recognition for their efforts and achievements.

“Using behaviorist theory in the classroom can be rewarding for both students and teachers. Behavioral change occurs for a reason; students work for things that bring them positive feelings, and for approval from people they admire” (Orey, 2001). Within my classroom, I am additionally using the behaviorist theory approach through the instructional, interactive educational games I give my students access to in learning centers.  I currently subscribe to a learning website called MobyMax.com that students can access at school and at home for extra practice and support. “MobyMax” reinforces the content that I am teaching in the classroom. It differentiates lessons across the curriculum, based on my student’s performance, in various learning modules.  It awards them for effort and achievement with awards, digital trophies, and time to unlock and play fun arcade-like games. Educational game websites, like MobyMax.com provide recognition for achieving certain levels and are a fun and motivating way to help students practice basic skills and learn key concepts (Pitler, Hubbell, & Kuhn, 2012).  Another great example of instructional media that I already utilize that supports a behaviorist approach is the website Brainpopjr.com. My grade-level partner and I share a subscription to this website because it provides hundreds of short educational movies spanning across all the content areas. Each movie is followed by an online quiz that students can take to show their understanding. “Practicing with multimedia allows students to shape the experience to their individual learning style and increase their level of understanding to mastery” (Pitler, Hubbell, & Kuhn, 2012).  

“Effective teachers model and apply the ISTE Standards as they design, implement, and assess learning experiences to engage students and improve learning” (International Society for Technology in Education, 2016). In my classroom, students are using technology like “BrainPop Jr.” to actively demonstrate competency, seek feedback to inform and improve their learning, and to demonstrate their knowledge in a variety of ways (ISTE, 2016). Furthermore,  “MobyMax” provides positive reinforcement by rewarding students with new digital awards, trophies, and access to fun games when they have accomplished levels of learning.  By providing my students access to instructional, interactive games, I am designing and developing their learning experiences to address their diverse learning needs and abilities through the use of digital tools (ISTE, 2008).  Additionally, my usage of “ClassDojo” as a communication tool, a showcase of student work, and a method for students to receive positive recognition and reinforcement, is supported by the ISTE Standards. ClassDojo allows my students to model digital age work and learning through collaboration with students, peers, and parents, using digital tools to support success an innovation (ISTE, 2008). MobyMax, BrainPop Jr. and ClassDojo are wonderful online programs that have revolutionized the way I teach and integrate technology for learning. All three instructional tools provide my students with practice of basic skills and concepts, as well as positive reinforcement with immediate feedback, all of which have implications from a behaviorist learning perspective.

             In this week's discussion, I researched three additional sources that gave many insights into behaviorist learning theory in the classroom. For my popular source, I read a blog post entitled, ClassDojo and the Measurement and Management of Growth Mindsets, by Ben Williamson. As an avid user of ClassDojo in my own classroom, and as the ClassDojo Mentor of my school, I was interested to find that ClassDojo is an educational technology informed by the behaviorist theory that “desirable” classroom behaviors can be reinforced and reproduced through reward systems (Williamson, 2016). The blog posting cites a research study conducted by Michael Burger (2015) which concludes that just as behaviorists “believed a reinforcement (whether positive or negative) could influence how individuals act in the future, so ClassDojo was designed as a classroom management tool designed to reinforce students’ behaviors in order to get them to repeat behaviors that earn positive reinforcements and refrain from ones that earn negative reinforcements.” When I teach my Genius Hour lesson in my second grade classroom, I plan to use ClassDojo to reinforce the positive behaviors I want my students to show when researching their topics of interest.  I have created positive reinforcement buttons like “on-task”, “participating”, “persistence”, “teamwork”, and “working hard” in my ClassDojo dashboard. As I see students exhibiting these desirable behaviors during Genius Hour, I will award them “DojoPoints” in these areas.

          Another popular source I researched was an article by Marisa Karamida (M.Ed.) entitled, Behaviorism in Instructional Design for eLearning: When and How to Use.  Karamida (2015) explains that there are several ways that behaviorism can be applied in today’s instructional design for eLearning and provides examples of appropriate eLearning activities. When students are engaged in online learning that requires them to discriminate, generalize, associate, and sequence events, they are participating in exercises based on behaviorist principles (Karamida, 2015). Furthermore Karamida (2015) states that behaviorist principles are applicable in presenting material through a game design that she calls “gamification”. This approach is entertaining, motivating, and engages the audience throughout the learning process. Many of the technology-rich lessons that I create for my classroom use a game-like approach on the Smartboard. Before a test in any subject area, I create an interactive “Jeopardy” style review game using Smart Notebook software. My students work collaboratively and use buzzers to chime-in and compete against the other teams.  My students love earning points for correct responses and try to earn a digital trophy at the end of the game for correctly answering the most review questions. This example shows how I use “gamification” in my classroom to engage and motivate my students in learning while reinforcing certain desired behaviors.

A third scholarly source I reviewed compares and contrasts Behaviorism and Constructivism, as it is applicable for 21st century learners. Through examining research on both of these educational theories and by providing realistic solutions for instruction, Paul Sidney (2015) suggests blending aspects of both theories for learners in this technological century. Sidney (2015) concludes that “a blended perspective of behaviorist and constructivist learning theories creates a combination of guided instruction, appropriate engagement and self regulated learning.” Sidney (2015) concludes that more research is needed because advancements in technology have rapidly changed the world of education. “Many of the challenges learners of today will face are not even known to them as technology will take learners to unknown heights” (Sidney, 2015). As the future of education moves more the direction of full integration of technology, educators will have to consider the older model of behaviorist perspective in conjunction with a modern constructivist approach (Sidney, 2015). As I have now thoroughly researched behaviorism in this learning module, I look forward to examining other learning theories like constructivism in future modules for this course. As an educator, it is important to understand the different learning theories in order to analyze how these concepts provide a foundation for the integration of educational technology in instructional practice. 

References
Burger, M.S., (2015). The perception of the effectiveness of classdojo in middle school
classrooms: A transcendental phenomenological study. Retrieved from
International Society for Technology in Education (ISTE). (2016). Standards for students.
International Society for Technology in Education (ISTE). (2008). Standards for teachers.
Keramida, M. (2015, May 28). Behaviorism in instructional design for eLearning: When and
Orey, M. (Ed.). (2001). Emerging perspectives on learning, teaching, and technology. Retrieved
Pitler, H., Hubbell, E. R., & Kuhn, M. (2012). Using technology with classroom instruction that
works (2nd ed.). Alexandria, VA: ASCD.
Sidney, P.F., (2015). Evaluating a behaviorist and constructivist learning theory for 21st century
learners. Georgia Educational Research Association Conference. 2017. Retrieved from http://digitalcommons.georgiasouthern.edu/gera/2015/2015/17
Williamson, B. (2016, March 10). ClassDojo and the measurement and management of growth