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1.1 Creating: Candidates demonstrate the ability to create instructional materials and
learning environments using a variety of systems approaches.
Throughout my classes in this program, I have created lessons and material that
utilize a variety of technologies. Each technology has been specifically chosen to
enhance the learning for the students and maintain a more efficient learner-centered
approach. For EdTech 502, I was tasked with creating several instructional webpages.
One of the projects was the creation of a WebQuest and another was of a Virtual Field
Trip. I used several website creation tools such as Dreamweaver, and I learned how to
code with HTML and CSS. Learning how to use these has allowed me to create
websites that fit the needs of my students.
The WebQuest allows small groups to work together at their own pace. This
approach gives them freedom to move throughout the website to access all necessary
materials at any time. The project guides students in constructing their own ideas about
the topic through a combination of individual and collaborative tasks. The educational
environment also allows for students to work within the context of the real world, making
the project a more significant learning experience. As for the virtual field trip, it was
founded on the ideas behind experiential learning, providing students with experiences
in a more real-world context. Watching videos, listening to songs and seeing
photographs of the places the students are exploring helps them better understand the
people and places being studied.
1.2 Using: Candidates demonstrate the ability to select and use technological resources
and processes to support student learning and to enhance their pedagogy.
1.5 Ethics: Candidates demonstrate the contemporary professional ethics of the field as
defined and developed by the Association for Educational Communications and
Technology.
During the creation of the project-based unit I made during EdTech 542, I
developed a Visual Project Organizer. Since this webpage is meant to be used by both
teachers and students, it is important that the entire learning community can see the big-
picture for the entire unit. I collaborate with my 8th grade humanities teammates quite
closely. So, when we are developing lessons, it is important that we all clearly
understand our expectations for the students. This organizer is one management tool
that keeps us all on the same page, and it allows for flexibility during the process, so
individual teachers can see what areas they may want to tweak to meet the needs of
their own students whilst moving all students to the same, or similar final product.
As in most schools, I have students with some needs that go beyond the majority
population. I have students who speak English as a second, third, and even fourth
language as well as students with special learning needs. For EdTech 541 I found ways
to meet some of these needs by researching and developing an Adaptive/Assistive
Technology page. The technologies on this page are management tools to be used by
students with cognitive, physical, and sensory difficulties as well as populations that are
labeled at risk, or gifted and talented. Since I work at a 1:1 laptop school, it makes it
somewhat easier to manage the types of applications available for the students, but the
greatest application of these tools is the flexibility to have different students use different
tools to suit their needs.
2.5 Ethics: Candidates design and select media, technology, and processes that
emphasize the diversity of our society as a multicultural community.
Providing all users with tools that allow them to use computer programs and the
Internet is becoming less challenging with assistive technology. For EdTech 502, I
created a Web Accessibility Tools page meant to provide readers with background
information on what web accessibility entails as well as a list of browser and computer
features available for people with disabilities. These technologies have been created to
allow all users to interact with all computer resources and websites. While researching
assistive technologies, I used the Web Accessibility Initiative Guidelines (WCAG)
created by the World Wide Web Consortium. These guidelines helped me make sure I
was finding tools to meet the needs of a diverse community of users, including those
with visual, auditory, physical, speech, cognitive, and neurological disabilities. To
maintain an inclusive learning environment, it is important to know how to meet the
needs of all students.
Throughout the creation of the Julius Caesar mini-documentary for EdTech 533, I
was pushed to use best practices to manage many different online tools to find public
domain images, clips, and audio for the video. It was a challenge to find resources that I
was legally and ethically able to use in my own video. This process helped me evaluate
the material to create an effective learning environment for the students who will be
watching the film. I learned many new skills for producing and narrating educational
videos and will be able to implement these skills when facilitating students who are
making their own videos. Although there are mini-documentaries available online,
creating my own allowed me the freedom to include only the information needed for the
purpose of my lesson.
For this same class, I also created The Outsiders YouTube Playlist Lesson. This
lesson was designed to align with the cognitive learning domain as it focuses on facts,
concepts, and analysis. As a part of this lesson, students are being asked to use higher
order thinking skills, as they are analyzing and synthesizing the material from the novel
and the videos presented in the playlist.
For EdTech 505, I completed an Evaluation Design Matrix that maps out how to
plan and organize the evaluation of tools used in an 8th grade Media Literacy class. This
table includes evaluation questions, activities to observe, the data sources, population
sample, and data collection methods, as well as who is responsible for collecting and
analyzing the data for a specific audience. This practice of evaluation design helps
determine the effectiveness of class tools and activities.
During EdTech 533, I was introduced to the effectiveness of using videos as
teaching tools. According to the Cognitive Load Theory, our working memory has two
channels: visual/pictorial and auditory/verbal. Educational videos that focus on specific
content (so cognitive load is not maxed out) enable the integration of new information
into pre-existing knowledge. This is what led me to create an Allusions PowToon video.
The concept of allusions is one that is repeatedly addressed in language arts, so it is
important for students to understand what they are. Providing a video that students can
return to gives them easy access to review the information. The video is meant to attract
and hold the attention of the learners as the video provides vividly colored animations
along with audio and textual information.
For EdTech 505 I created Hitting the Mark with Data Analysis. This presentation
communicates the research behind data analysis methods presented in The ABCs of
Evaluation (Boulmetis & Dutwin, 2011). It was this information that assisted me in
completing an Evaluation Report of a Media Literacy class. Based on Boulmetis and
Dutwins information about data analysis, I concluded it was pertinent to conduct the
evaluation using qualitative data (2011). For my purposes, it was best to determine the
median of multiple choice test scores and scaled questions as well as analyze
responses to open-ended questions to help determine whether or not students were
meeting the objectives of the class. Focus questions that drove the evaluation were
based on whether they learned the material and if there had been a change in their
understanding. The findings from the evaluation, as well as teacher and student
feedback, were used to determine how to improve instructional practices to enhance the
learning environment and help learners meet the learning goals of the class.
3.5 Ethics: Candidates foster a learning environment in which ethics guide practice that
promotes health, safety, best practice, and respect for copyright, Fair Use, and
appropriate open access to resources.
4.1 Collaborative Practice: Candidates collaborate with their peers and subject matter
experts to analyze learners, develop and design instruction, and evaluate its impact on
learners.
4.2 Leadership: Candidates lead their peers in designing and implementing technology-
supported learning.
Each year, the New Media Consortium presents a report analyzing emerging
technologies in education. For EdTech 501, I was asked to read through the NMC
Horizon Report 2014 K-12 Edition. I found many exciting technologies, and amongst
them I found myself drawn to the Open Educational Resources section. It was in this
section that I found a website with resources that align with my current curriculum;
therefore, I contacted my curriculum leaders about the prospects of the website and
offered to do further research into the possibilities of its use. After working with the tool
and developing ways it could be used by mainstream classroom teachers, learning
resource teachers, and English as a second language teachers, I gave a presentation,
ThinkCERCA.com: Review of Resource, to the curriculum team. While explaining the
possibilities of this tool, several teachers were interested in learning more about the
resource, which led us to work collaboratively in creating lessons. Another leadership
artifact is from EdTech 537 in which I maintained an EdTech & 8th Grade Humanities
Blog. The purpose of this blog is to provide a range of different resources within the
realm of using engaging activities and technology with middle school students. The blog
also includes commentary on emerging technologies in the field of education.
4.3 Reflection on Practice: Candidates analyze and interpret data and artifacts and
reflect on the effectiveness of the design, development and implementation of
technology-supported instruction and learning to enhance their professional growth.
Throughout this EdTech program, I kept a learning log in which I would write
reflections about classes and projects I had completed. These reflections connected
educational theories and materials covered in the class to either AECT standards or a
discussion of how I plan to use the newly learned material with my students and
colleagues. My reflections analyze the effectiveness of lessons, videos, essays, or
games I had created and discuss what I could do to make improvements.
One example of the types of reflections I would write during many of my classes
are those found in this Reflections Folder from EdTech 535. This folder is filled with the
different reflections I wrote after reading articles about gamification theories, watching
videos, or finishing sections of Whittons Digital Games and Learning: Research and
Theory (2014). These materials provided me with significant facts and opinions about
digital games and learning that took much reflection and discussion with classmates for
me to feel confident about implementing effective, research-backed gamification
strategies.
4.5 Ethics: Candidates demonstrate ethical behavior within the applicable cultural
context during all aspects of their work and with respect for the diversity of learners in
each setting.
STANDARD 5 - RESEARCH
Candidates explore, evaluate, synthesize, and apply methods of inquiry to enhance learning
and improve performance.
Educational theories were discussed throughout each class in this program, and
one example of this is the essay I wrote for EdTech 504: Principles of the Cognitivist
Learning Theory in Education and Technology. I constructed this essay after a multitude
of readings and discussions about learning theory. This artifact shows my understanding
of several learning theories and how they are connected to educational technology, but
the major focus is on the Cognitive Learning Theory. The research I conducted for this
essay helped me even when this piece was finished; I was able to gain in-depth
knowledge of past and current theories as well as assemble a list of useful resources.
For instance, for my own understanding, I went back to one of the resources I used in
this essay: Behaviorism, Cognitivism, Constructivism: Comparing Critical Features from
an Instructional Design Perspective (Ertmer & Newby, 2013) because it provided me
with a great review of these theories as I continued my exploration of emerging
educational technologies.
5.2 Method: Candidates apply research methodologies to solve problems and enhance
practice.
The first artifact I have for this standard is a presentation I made for EdTech 505
titled The ABCs of Evaluation Synopsis and Opinions. This provides an overview of
major ideas presented in the book The ABCs of Evaluation by Boulmetis and Dutwin
(2011), along with my opinion about the information. This text was one of the major
resources that helped me understand and implement proper research methodologies
when I conducted a program evaluation. Before this class, I had not evaluated a
program before, and it is from this practice that I now have a better understanding of the
importance of measuring the efficiency, effectiveness and impact of a program
(Boulmetis & Dutwin, 2011).
The second artifact is part II of the Instructional Design Project I created for
EdTech 503. This project was executed by following research methodologies to
determine how to design lessons that will meet the needs of the learners. The design
begins with a needs assessment survey to determine what the learners already know
and what they need to know. Based on this data, as well as information about the
school, equipment and facility availability, the teachers characteristics, as well as the
current curriculum, an informed instructional design process is implemented. This
method makes sure that what is being taught is needed, is done so in a manner that will
reach all students, and has a lasting impact on the learners. This process enhances the
practice and provides educators with data to prove that what they are teaching and how
they are teaching it is needed and effective.
5.4 Ethics: Candidates conduct research and practice using accepted professional and
institutional guidelines and procedures.
The synthesis paper I composed for EdTech 504 was a culminating essay of the
extensive research I did about the Principles of the Cognitive Learning Theory in
Education and Technology. This essay adheres to the Boise State guidelines of
academic integrity. All work was completed on time and heeds the Student Code of
Conduct and United States copyright laws. Resources are cited using proper APA
formatting rules such as margin width, font type and size, headers, in-text citations,
reference list and page numbers. Each resource was properly evaluated to determine
the reliability of the author(s), the quality of the material, the accuracy of the statements,
and the relevance of the information presented. During the writing process, this paper
was also reviewed by a peer, then carefully examined and redrafted to be sure it follows
all guidelines. This was the first peer reviewed essay I have written, and the process of
not only reviewing anothers paper but having mine reviewed showed me how critical
this process is in presenting an article that adheres to the ethical responsibility of
researchers. It is important to allow ones work to be examined by peers and then take
their feedback to enhance ones own practice.
LIST OF ARTIFACTS
EDTECH 541 - Integrating Technology into the Classroom Curriculum: Gerstein, Fall 2015
27. Instructional Software Integration Lesson (1.2)
28. Relative Advantage Chart (1.3)
29. Social Networking and Community Building Lesson (2.1)
30. Internet-Enriched Lesson Plan (2.2)
31. Adaptive/Assistive Technology (2.4, 3.6)
EDTECH 542 - Technology Supported Project Based Learning: Rice, Summer 2015
32. Reflection on Assessments (2.3)
33. Visual Project Organizer (2.4)
34. Assessments page (4.4)
References
Boulmetis, J., & Dutwin, P. (2011). The ABCs of evaluation (3rd ed.). San Francisco, CA:
Jossey-Bass.
Larson, M. B., & Lockee B. B. (2014). Streamlined ID: A practical guide to instructional
Whitton, N. (2014). Digital games and learning: Research and theory. New York, NY:
Routledge.