Category: Technology

  • Reflective Teaching ~ Exploring My Makerspace Literacy Research Approaches and Classroom Practice

    Currently, I teach six graduate education courses at Sul Ross State University, which is a small rural university serving 898 graduate students and a little over 2,000 undergraduate students. The institution is a Hispanic serving institution, serving low income students (Jenkins, et al., 2017). I am working with many rural schools in the Big Bend area to include Presidio ISD. Presidio ISD is a STEM school, and serves a population of 1,350 students to include demographics of 96.6 % Hispanic students and 93.4% economically disadvantaged students (2015). Presdio ISD is located on the Rio Grande river, located on the Texas-Mexican border. In addition, I am working with Maathon ISD, which is a rural district serving over 70 students to include a demographic population of 67 % Hispanics and 87 % economically disadvantaged students (2015). I am also working with several districts in the Trans-Pecos area.

    My learning goals this academic year is to grow as an educator and continue improving my Ph.D. research initiatives at the University of North Texas investigating makerspace literacy environments that centers around a project-based learning 4 career STEAM model targeting elementary and middle school programs.  My knowledge regarding the reading process has definitely changed and improved this semester. Perhaps the most significant change includes reevaluating my approach to really center on balanced literacy approaches that really think about transactional theory in action during professional development and instructional design approaches. Transactional theory centers on “how readers respond to the books that engage them and how these experiences can be enacted in classrooms” (Galda, 2013, p. 6). Transactional theory is rooted in Vygotsky’s social constructivism and principles of language and cognition, “which centers of teaching reading and writing highlighting creation of environments and activities in which students are motivated and encouraged to draw on their own resources to make live meanings” (Rosenblatt, 2013, p. 148).

    infinity_1_orig

    What will I eliminate in the future? I will eliminate some of the STEM quantitative measures I have used in the past. These instruments were only used to show interest and attitude toward STEM and never measured the impact on the overall impact of literacy. Previously, I would give this instrument before and after a STEM makerspace camp or at the beginning of a semester and at the end of a semester to gauge interest. I utilized the makerspace project-based learning model and only measured the impact of interest. The model did incorporate reading prior to the makerspace PBL and a written reflection after the experience. The pre and posttest utilized in two published studies found statistically significant findings but failed to measure the impact on reading and literacy.  The learner would take the STEM Semantic pre-test, read text from their content area, participate in a KWLH 21st century learning activity, participate in a makerspace project-based learning activity using challenge cards mapped to curriculum, and reflect via writing about the experience. At the end, learners would take another post-test, the STEM Semantic survey. I have not really considered the empirical design approaches to include journaling during the entire makerspace process and/or video recordings to include in portfolios in research approaches. In the past, I have used only quantitative measures to gauge student or teacher interest and confidence levels pre and post over a period of time. While the instruments we used at the University of North Texas are widely accepted as strong and valid instruments, I now realize that a mixed method approach to include journaling throughout the experience and video interviews and reflections would add further depth to capture the impact of the STEAM makerspace challenge cards before and after literacy events. In addition, I feel this would really add to the field of sociolinguistic issues discussed this semester. I now have a stronger understanding on how to leverage native language and family cultural heritages in the makerspace model to not only improve literacy in English Language Learners but also to value the funds of knowledge to this process.

    How can this approach help increase literacy opportunities for English Language Learners? First, I need to strengthen the collaborative dialogue, which I feel is strong in the KWLH activity. However, I can improve the scaffolding of my model to include previewing a picture book, vocabulary discussion, incorporating a story map, repeat reading of the story, compete the KWHL activity, and then encourage discourse after the makerspace activity. In addition, I can encourage video procedures and or reflections throughout the makerspace process. This will provide a visualization component that others may find beneficial and highlight the impact of the activity. Repeating readings can be used to measure fluency. The makerspace PBL activity using the challenge card concept could also include visualization to incorporate sociolinguistics highlighted in this course.

    Tan, Barton, & Schenkel (2018) describe the impact of “meaningful and prolonged engagement toward focused complex projects through making experiences and found that children’s rich funds of knowledge anchored in children’s existing social networks provide community enthnography as a pedagogical approach (p. 77). Bringing in the “community wisdom” through makerspace activities brought about rich conversations that can really leverage experiences connected to curriculum in their own community (Tan, Barton, & Schenkel, 2018, p. 81). Range & Schmidt (2014) highlight the importance of schools and community organizations to tap into prior knowledge in makerspace activities and suggest that “students drive the process of designing projects and soliciting makerspace community for help” (p. 8). While I agree this is true, I still think many students need facilitation of such projects through a focus that may connect to core curriculum content, showing that topics can be extended to real world scenarios relevant to their community.

    In conclusion, this course has helped me to really improve my understanding on how to better design literacy instructional design approaches to incorporate a large focus that centers on the transactions of the reader, text, language, culture, authentic making design process, writing, and reflection. I hope to revamp my approaches to really center on how such creative processes might not only engage interest in STEM but also build to improve cognition approaches toward multiple literacies in a mobile makerspace research environment that investigates reader response theory, or transactional theory

    Galda, L. g. (2013). Learning From Children Reading Books: Transactional Theory and the Teaching of Literature. Journal Of Children’s Literature, 39(2), 5-13.

    Jenkins, R. W., Stedman, S. W., Teusher, D. D., DeLaGarza, H. R., Acosta, A., Anwar, S. J., Paredes, R. A. (2017). Texas Public Higher Education Almanac.

    Marathon ISD, (2015) Retrieved April 13, 2018 from https://schools.texastribune.org/districts/marathon-isd/marathon-isd/.

    Presidio ISD. (2015). Retrieved April 13, 2018, from https://schools.texastribune.org/districts/presidio-isd/.

    Range, E., & Schmidt, J. (2014). Explore, plan, create: Developing a makerspace for your school community. School Library Monthly, 30(7), 8-10.

    Rosenblatt, L. Transactional theory of reading and writing. In J.B. Cobb, & M. K. Kallus (Eds.), Historical, Theoretical, and Sociological Foundations of Reading in the United States (pp. 13-66). Boston, MA: Pearson.

    Tan, E., Barton, A. C., & Schenkel, K. (2018). Equity and the Maker Movement. Science and Children, 55(7), 76-81.

     

     

     

  • Round as a Tortilla Makerspace STEAM Literacy Event

    Moll, Amanti, Neff, & Gonzalez (2011) describes the importance of education programs leveraging a child’s fund of knowledge through connecting with families and involving a holistic approach toward learning activities and learning environments. Makerspaces can serve as a quality environment to facilitate activities to incorporate balanced literacy approaches to meet the needs of diverse learners. Range & Schmidt (2014) suggests “successful makerspaces, particularly in education environments, balance practicality with creativity and collaboration to serve the needs of the school community” (p. 8). Tan, Barton, & Schnekel (2018) highlight that “children’s funds of knowledge were recruited by engaging them in community ethnography, which informs of the making design process” (p. 77) via a makerspace environment. The purpose of this activity is to align a purposeful makerspace activity to topics explored in Pre-K and kindergarten using the book by Thong & Parra (2015), Round as a Tortilla.

     

    Repeated Reading Strategy

    Day One

    1. The teacher will introduce the, Round is a Tortilla, to their students. The teacher will show the front cover, back cover and conduct a picture walk.  Remember to read the story enthusiastically, and with expression.
    2. After reading, ask why questions to allow time for students to make inferences and to measure understanding of story events.
    3. Begin the a KWHL: What do we know? What do we want to know? How will we find out? What have we learned? How will we find out?

    Send home a Round as  Tortillia Makespace STEAM Event letter to invite parents to the school library and to participate in making items from the story. Include 4 challenge card ideas in the letter with a link to the video. Invite the makerspace community. Your librarian should be able to help you facilitate this process.

    Day Two

    The teacher will conduct the second read-aloud to enrich reading comprehension and provide further engagement opportunities through a book talk, and highlight vocabulary.

    1. Add more frequent questions.
    2. Ask children questions to think beyond the story with completing a KWHL, What have we learned?
    3. Introduce 4 STEAM Makerspace Challenge Cards and Makerspace activities. Here are some ideas. Encourage students to make their own challenge card but remind students that cards should connect to elements found in the story.
      1. Journalist: Be a storyteller and make a story about shapes in your community.
      2. Scientist: Be a scientist and investigate the process of making masa and round tortillas. Be a computer scientist: Make a game with squares and other shapes.
      3. Artist: Make a weave of shapes to use as a rectangular flag as represented in the story. Make an oval necklace.
      4. Engineer: Engineer a sail for a boat that you make.

    Day Three:  Makerspace STEAM event in the library. Students will make items that represent elements in the story with their parents and makerspace community.

    Repeat the reading of the story. After the activity, ask the children, What have you learned?

    This activity connects to Moll’s ideas of knowledge as it involves the child’s entire community in the literacy process. Children can learn how their culture connects to classroom topics through the art of making. Elders can help children learn how to weave, code, build, and apply STEAM principals through everyday activities.

  • Reframing Social Constructionism Through Purposeful Makerspaces

    USE-GADGETS-AVENTURES-IN-DESIGNSocial constructionism “relies on the centrality of language to mediate what people come to understand about their lived experiences” (Avermann, 2011, p. 205). Constructionist environments support “active learning” approaches in which learners are engaged in building their own public objects or artifacts. Active learning emphasizes cognitive processes occurring during the actual construction of the object. The public nature of the final object or artifact is also understood to be important (Beynon & Roe, 2004). The “maker movement emphasizes learning through direct experiences, hands-on projects, inventions, and is based on a constructionist learning theory even if members and advocates of the movement are unaware of the theory” (Stager, 2013). Papert (2000) advocates that Piaget’s belief of all learning takes place in discovery is accurate. However, Papert extends this idea to suggest that setting learners “to the task of re-empowering the ideas of being learned is also a step toward re-empowering the idea of learning by discovery” (p. 723). Papert (1999) underscores the importance of Piaget’s theory of constructivism and the nature of knowledge. Challengers of Piaget’s constructivism often refer to experiments demonstrating knowledge acquired by infants. However, Papert stresses “Piaget as a giant in the field of cognitive theory, the difference between what a baby brings and what the adult has is so immense that the new discoveries do not significantly reduce the gap but only increase the mystery” (Papert, 1999, p. 105). Papert’s Knowledge Machine” introduced the world to a new theory of learning, constructionism, which “synthesized revised insights into human development, systems theory (cybernetics) and how we think about learning (epistemology)” (Maser, 2013). Technology based modeling and methods of teaching with technologies deliver alternative methods to teaching, providing learners with choices that engage the learner in an improved learning experience (Burbaite, Stuikys, & Damasevicius, 2013). While at MIT, Papert developed Logo, designed to introduce children to programing and robotics as early as 4th grade. Children received instant feedback from a real and physical response to their creation using technology.  Papert envisioned robotics as being extremely influential to children at a young age. Learners perform higher when engaged in an activity that is meaningful to them, and robotics along with programing languages encourages curiosity and experimentation beyond the actual syntax (Pierce, 2013). Papert led many research projects to study the effects of constructionist theories with at risk populations and in high-risk environments. These projects attempted to build an alternative approach to the learning environment. Despite obstacles, students proved to be successful. Experiences from Papert’s work towards building a community of learning centered on constructionism continues to guide the future design of learning environments (Stager, 2013).

    Constructionists follow constructivist theory, believing that children through personal experiences construct and reconstruct knowledge. Both viewpoints endorse the objective to push learners to consider a variety of perspectives and viewpoints within the world. Doing so advances cognitive abilities of learners by provoking learners to consider and expand a deeper understanding about themselves within their environments. However, constructionism emphasizes active and situational learning in which connectedness with the environment is “key to learning” (Acerman, 2001).  Unlike constructivists, constructionists stress the importance of a learner to use their ideas to attempt to solve a real problem coming from a personal perspective, thus making the environment meaningful.  Papert stresses that active and situational experience provides idea power or being one with what you are doing. Constructionism is “powerful in its use, powerful in its connections, powerful in its roots and its fit with personal identify” (Papert, 2000). Noss and Clayston (2015) provide characteristics of constructionism agenda, which is beneficial toward beginning to address the many misunderstandings and issues presenting the framework of constructionism. Characteristics include “modeling, accessibility to digital technologies, layering problem solving activities, designing socially relevant learning, and “knowledge made visible by being represented in a language with which learners can express themselves” (Noss & Clayston, 2015, p 287).

    Makerspace environments can lend themselves to social constructionism following Noss & Clayston’s (2015) characteristics as learning can be designed to socially engage our youth through relevant problem solving activities or challenges. Products and the making process allow learners to socially share their perspectives using language and cultural experiences native to their background. These are the types of activities I have been designing. I have been working and traveling for the last week attempting to take ideas to a mobile makerspace outreach bus to expand research from my previous makerspace projects. .

    This new project seeks to build upon previous NASA MMS research conducted by me through past funding and research that incorporated NASA’s MMS Makerspace Mobile Training Outreach programs, NASA MMS STEAM camp programs, the NASA MMS Challenge, MMS Transmedia book, and MMS Educators Guide. Previous programs provided global professional development for the last four years at ISTE, SITE, Makerspace, ASCD, and TCEA. The mobile STEAM makerspace outreach program developed last year seeks to expand NASA’s MMS Challenge incorporated at NASA’s MMS Launch Event in March 2015 at the Kennedy Space Center, which would serve underrepresented indigenous populations in creative approaches to enhance elementary and middle school community STEM programs. A collaboration between NASA outreach programs, university, community museums, scientific foundations, and industry could assist in building an outreach program exploring in a comparative study general perceptions, confidence levels, and self-efficacy in STEM content areas and career pathways. Improvements in teacher professional development programs would increase the overall student STEM experience in lower and middle school programs.  End results would lead to a highly confident and skilled STEM elementary and middle school workforce, encouraging more students to consider entering a STEM career pathway.

    Ackermann, E. (2001). Piaget’s constructivism, Papert’s constructionism: What’s the difference. Future of learning group publication5(3), 438.

    Avermann, D.  (2011). Some “Wonderings about literacy in teacher education.  In J.B. Cobb, & M. K. Kallus (Eds.), Historical, Theoretical, and Sociological Foundations of Reading in the United States (pp. 13-66). Boston, MA: Pearson.

    Beynon, M., & Roe, C. (2004). Computer support for constructionism in context. IEEE International Conference on Advanced Learning Technologies, 2004.

    Maser, M. (2013, 01 8). Papert led revolution in learning; visionary saw potential of students using computers to explore thte world and themselves. The Vancouver Sun

    Noss, R., & Clayson, J. (2015). Reconstructing Constructionism. Constructivist Foundations10(3), 285-288.

    Papert, S., & Harel, I. (1991). Situating constructionism. Constructionism, 36, 1-11.

    Papert, S. (1999). Papert on piaget. Número especial “The Century’s Greatest Minds,” Time, 29, 105.

    Papert, S. (2000). What’s the big idea? Toward a pedagogy of idea power. IBM Systems Journal, 39(3.4), 720–729. doi:10.1147/sj.393.0720

    Stager, G. S. (2013). Papert’s Prison Fab Lab : Implications for the maker movement and education design, 487–490.

     

     

  • Literacy in Making: Purposeful Makerspaces Connect to All Disciplines

    Many people connect the makerspace movement to STEM (science, technology, engineering, and mathematics) activities through a project-based learning approach. As many are aware, the makerspace movement, founded by Dr. Seymor Papert’s (1991) theory of constructionism, is not a new learning theory or approach. Many schools and programs fail to really embrace the full power of Dr. Papert’s learning theory, which centers around social and intellectual practices to include the skill sets of problem solving, engagement, sharing expertise, and literacy  (Tucker‐Raymond, Gravel, Wagh, Wilson, Manderino,  & Castek, 2016).

    Building Makerspace Literacy Experiences 10_27 (7)

    A recent example of this in practice was provided to elementary teachers during a workshop in north Texas recently. Teachers read the book, The Boy Who Harnessed the Wind.  This book was selected as there is both a chapter version and young readers edition of the true story.  Also, William’s story connects to so many STEM principles that we often see in a makerspace. After reading the story, teachers identified main ideas and concepts, inferences were made, and filled out an upgraded KWL 21st Century Style chart that I have found to be very helpful from Silvia Tolisano (2015). Afterwards, teachers made an artifact serving 1 of four career STEAM roles using the following challenge cards. Afterwards, teachers would reflect via writing.  A link to the presentation and challenge card concept can be located below.

    The following week we implemented this strategy in a Navajo school in northern Arizona. Students were very eager to learn about topics presented and built windmill prototypes and took on a makerspace project using the challenge card concept. Cards were adapted to bring in diversity topics of the Elements, to honor Navajo beliefs and culture.  Navajo students will share their project soon with a larger community.

    Papert, S., & Harel, I. (1991). Situating constructionism. Constructionism36(2), 1-11.

    Tucker‐Raymond, E., Gravel, B. E., Wagh, A., Wilson, N., Manderino, M., & Castek, J. (2016). Making It Social: Considering the Purpose of Literacy to Support Participation in Making and Engineering. Journal of Adolescent & Adult Literacy, 60(2), 207-211.

  • Celebrating Diversity and Eclipse 2017 via a Makerspace K’e Activity

    Jean Piaget stressed that “children have real understanding only of that which they invent themselves, and each time that we try to teach them something too quickly, we keep them from reinventing it themselves.” (Papert, 1999).  As I continue to collaborate with makers and educators around the world, I like many before me see patterns preventing progress. Programs and strategies often talk of innovation and creativity, but fail to create systems and processes to provide a sustained action. Unfortunately, many are missing the mark. Makerspaces can serve as a disruptive change agent that can encourage diverse learners to create, invent, and in effect develop new knowledge.

    During the last few months, I have had the opportunity to collaborate and coach a Navajo school located in northern Arizona through an Indigenous Makerspace Outreach program coordinated by NASA, the Indigenous Education Institute, the University of North Texas, and myself.  Ideas on integrating a makerspace approach continue to take shape, which began in 2012 with a joint ISTE and NASA Multiscale Magentosphere curriculum initiative. I had an idea that I developed through my PLN that took traction. I collaborated with Sandra Wozniak, Tom Chambers, and Troy Cline on a STEAM approach that utilized 4 career stations. That STEAM approach was revamped through four separate NASA and state funded programs to include multiple STEAM camps in Texas and other locations around the world, a NASA Makerspace Launch activity in Florida at the Kennedy Space Center, NASA funded Makers’ Guild professional development outreach program located in north Texas, and now a NASA funded Indigenous Makerspace Outreach program. With each new program and idea, our makerspace project-based learning process grew.

    Makerspace Connections to Literacy

    Students and the entire Navajo school staff have read Sunpainters: The Eclipse of the Navajo Sun. After reading the story, students identify main ideas and concepts. Annelle Butler, a teacher at Spicer elementary located in north Texas helped me to revamp this concept to include a focus on complex text. Ms. Butler serves a very diverse student population, with over 14 languages represented in her classroom last year. Makerspace served to help Ms. Butler meet the needs of diverse learners. Students complete a KWHL chart to identify main ideas and themes.

    A Navajo cultural teacher working with me, has weaved Navajo teachings into literacy activities to center on an understanding of K’e – The Kinship System. After developing a strong understanding of content, students then extend research as they fulfill a makerspace project based learning activity using challenge cards. After making an artifact, students will write and reflect on their makerspace design process, utilize informational text, and add content to their personal journals.

    515OLGE4kxL (1)

    Making Through 4 STEAM Career Lens

    The concept of making  using a purposeful instructional design, can help diverse learners bridge the academic gap between the arts and the sciences. How does a purposeful design help? Purposeful design adds a focus to the design process, which aides in students knowing how to direct student-led passion projects.

    Maximizing PBL Makerspace Environments

    Maximizing PBL Makerspace Environments (1)

    Such a process is rooted in research, but often schools fail to understand the importance of purposeful design. It serves to provide enrichment toward classroom content centering around a central question. In this case, students are posed with the following question.

    How does elements in the Sunpainters: Eclipse of the Navajo Sun represent K’e?

    I worked with teachers during two online professional development training using Zoom and a face to face 3 hour training. Traditional Navajo beliefs center on the elements. The sun and moon are powerful deities in Navajo culture. The sun controls and regulates the universe, while the moon controls and regulates the earth. As a result, we will be honoring traditional beliefs indoors during this sacred time. Afterwards, students will participate on a makerspace event to reflect on activities during the last week through the lens of a scientist, journalist, artist, and engineer. Students will be presented several challenge card activities and will be encouraged to create their own makerspace challenge card. A representative of challenge cards are located below.

    Students will showcase makerspace products in multiple community events during the next month. The program serves to be a model to other organizations. Teachers will continue to learn how to design makerspace challenge cards with me throughout the school year. In addition, students will reflect in writing journals on their design process. Additional activities will include weaving, sash belt looms, and other traditional Navajo arts.

    Papert, S. (1999). Papert on piaget. Time magazine, (p. 105).

  • Prototyping and Instructional Design Reflection

    This week was a great start to learning advanced instructional design techniques.

    Rapid Prototyping and Quality Matters

    Whitney Kilgore’s presentation on Rapid Prototyping and Quality Matters was very interesting.  As a lifelong student and contributor in the online environment,  the recognition that quality matters is essential to the online learning environment.   It is essential for standards to be in place.  Rapid prototyping allows for simple navigation.  Quality matters is more than branding, as Whitney mentioned.  It is the overal experience that is most important to users and students.  Online environments are just now understanding the need for systemic learning approaches in LMS.

    I Like the Idea of Prototyping.

    Problem Based Learning

    October Smith’s presentation on Problem-Based Learning was also enlightening as PBL engages students to critically think, reflect, and approach problems collaboratively.  Learning technologies foster communication by capturing applications to allow for students to research, process and contribute.  I view problem based learning as an instructional strategy, which is instrumental to developing critical thinking and creative skills.  

  • LoneStar TIA: Building Learning Communities

    This week I had the privilege of  learning, collaborating, and leading discussions in Denton, Texas at the 3rd annual LoneStar Technology Integration Academy.  Dublin ISD brought 9 teachers to share on how Dublin is attempting to integrate technology to increase performance.  From the experience, many were inspired to hear our teachers sharing best practices, lessons learned, and integration approaches being utilized in a K12 CSCOPE environment.  I was very proud of our teachers, who took a step forward to become a leader.  Many were inspired.  In fact, one district left ready to purchase iPods to replicate Dublin Elementary approaches.  Biggest take aways were as follows.

    • Flip The Student:  Australian educational leader and expert, Phil Stubbs, discussion on how to best flip the classroom was excellent!  Flip is a structure, not a pedagogy, and requires the teacher to be engaging, active, and should be used as a motivator to get students to take ownership in their own learning community.
    • Lewisville ISD:  Associate Superintendent for Learning and Teaching, Dr. Penny Reddell and CTO, Barbara Brown,   challenged leaders to change their culture.  To be bold, brilliant, and to treat children as equal partners.  Do we encourage others to ask children, what do they want to learn?  An analogy to learning and playing the sport of golf really caught my attention and inspired me to think about how the sport of life-long learning compares to the sport of professional golf.  In Lewisville, leaders must be active learners in communities, as a pro gopher.  Every pro improves their game as they encounter new challenges.  The question always centers back to, “Are we on par”?
    • Keller ISD teachers shared how they are improving parental involvement with Ustream.  Parents are invited to watch the classroom 24/7.  Meetings, productions, and student presentations are recorded and uploaded to youtube for publications.  They have seen an increase in parental involvement, communication, and interest.
    • Denton ISD challenges 4-8 grade students using robotics.  Students are given the opportunity to participate in First Lego League competitive events.  Parents show a very high interest, and kids from all backgrounds learn to problem solve, build academic connections, and teamwork skills.

    Dublin ISD teachers shared on the following topics:

    • Science + CSCOPE + iPod Touch = GREAT INTEGRATION led by JeriLi Thompson and Courtney Walker
    • Oodles of ideas for Algebra and Geometry Integration by Dublin High School teachers Lara Wilhelm and Ima Thomas
    • Partners for Learning: New York Times & Epsilen in Project Share by Dublin High School Teacher Desiree Jefferson
    • There‟s an App for That – The Bilingual and ESL Classroom, that is! Dublin Elementary Mr and Mrs. Rivera
    • iMovie Workshop: DISD Asst. Elementary Principal Norma Briseno
    • Building 21st Century Learning Communities: Desiree Jefferson, Mendy Fort, and Jennifer Miller
    • Experiences with Challenge Based Learning: Desiree Jefferson and Jennifer Miller
    • 25 Tools and Ideas to Engage, Connect, & Extend Learning to Communities: Debra Miller, Jennifer Miller, Cipriano Rivera, Serena Rivera
    • Steam TRAINing

  • The Importance of Instructional Design

    The value of instructional design and consideration as to how value is determined is a real issue and affects all levels of instruction.  As I work towards becoming an expert in the field of instructional design, I realize skill sets needed will include the following:  the ability to find solutions, new resources, and applications to real world scenarios, analyze information from diverse viewpoints, critical thinking, and flexibility.  After reading Dr. Barbara A. Bichelmeyer’s study, I tend to agree that instructional deign and the field of information science is iinterdisciplinary by nature.  However,  the need to understand how to analyze information and contribute knowledge and organizations will need quality experts to assist in IDT.

    The effectiveness of instruction and quality of teaching must be addressed and modeling will be necessary for me to be successful in this field.  In addition, I think it is important to be an active learner and contributor for organizations and institutions to further the cause of increasing the effectiveness of instructional design.  Learning experiences must be meaningful and researching and finding new approaches, ideas, and methods of evaluation will be areas of research that I will need to work towards.  Also, understanding that change is part of improving the importance of instructional design.  How do we react to change?  How do we work towards producing positive change and participating in a movement to radically change the movement to using technology as an bridge or vehicle to give meaningful  experiences to increase instruction.

    Last summer I coordinated a challenge based learning technology integration 2 day training.  The video created by educators participating emphasizes many of my viewpoints and attitudes towards 21st century learning approaches.

    Dublin ISD Summer 2011 Professional Development