Showing posts with label school. Show all posts
Showing posts with label school. Show all posts

Sunday, March 06, 2011

Video: Apple's iPad - How about some apps for school psychology and related fields?


The video provides a recap of the iPad and highlights how it can be used in education, for students with special needs, in aviation, in doctor's offices, in the board room, in an art studio, in the kitchen - just about anywhere.


I wonder how an iPad could transform the work of a school psychologist!   I have a plenty of ideas, now that the iPad2 is out.  How can it help with RTI?  Progress monitoring?  Digital social stories?   Social skills activities?  Counseling? Behavior intervention?   Transition planning?  Assessment?  Communication? Productivity?  IEP collaboration and development?   


Wouldn't it be nice if there were a few iPad apps that could effectively support the work of school psychologists and those who work in similar fields?   


So much of what we use in our productivity work as school psychologist was built upon applications first developed in the mid-to-late 1990's,  at best.  There must be more efficient and effective solutions out there.  What can be done to move us forward?


Psychological and educational test publishers, can you hear me now?    


I have some ideas.

Wednesday, July 11, 2007

Link to Interactive Multimedia Technology post about JOVE in Wired: "YouTube does Science"

Take a look at my post on Interactive Multimedia Technology about an article in Wired about JOVE: Journal of Visualized Experiments.

This is an example of how video/media can support engaged learning in science. This would appeal to visual learners.


Tuesday, July 03, 2007

Teaching in the Digital Age: Project-based learning and assessment

Edutopia is offering a video that profiles exemplary project-based learning programs in a mini-documentary format.

Project-based learning requires a broader means of assessing student progress, through portfolios, multimedia reports, and more. In the era of RTI(Response to Intervention), project-based learning and assessment practices appear to have promise.

Monday, July 02, 2007

Link to Bill MacKenty's Conference Notes

Bill MacKenty is an instructional designer at Hunter College Campus School. He is known for his innovative technology integration strategies, including the use of video games in education.

It is worth taking the time to visit his website/blog. Bill has a wealth of information about educational technology, games and learning. If you are new to technology integration, his HOWTO section is great place to start.

Thursday, June 28, 2007

Link: Seattle Public Schools builds social-learning site for its tech-savvy teens

The above link is to an article about L3RN, written by Jessica Blanchard, a reporter from the Seattle Post Intelligence. According to the article, "L3RN is aimed at connecting students and enriching their education. Just as on YouTube, students can view others' work, leave comments and rate the quality of videos and other postings." With L3RN, students can upload assignments from home, and teachers will have the opportunity to collaborate on-line.

For more information about L3RN, visit the L2RN website.

This link was provided by the Technology and Education newsletter from Edutopia.

The Neuroscience of Joyful Education: ASCD article by Judy Willis, teacher and former neurologist

Judy Willis, a former neurologist, currently a middle school teacher, has written an article, "The Neuroscience of Joyful Education". This article can be found in the on-line version of Educational Leadership, Summer 2007, "Educating the Whole Child". It is well worth taking the time to read this article and discuss it with a colleague.

Much has been written about the importance of "brain-based" educational practices, which are much different than "teach to the test" practices that have been encouraged in some of our nation's classrooms. Judy's background as a neurologist gives additional support to the "educating the whole child" approach.

Despite the focus on raising educational outcomes - mostly in the form of test scores - our nation has a high school drop-out rate of about 70%. The "teach to the test" approach might help raise student test scores from one grade to another, but doesn't seem to ensure broader educational outcomes such as high school graduation among a large percentage of our nation's youth.

Resources from Judy's article are worth reviewing:

"Teachers can find valuable background materials and human interest connections in textbooks published in the 1990s, before many publishers dropped such information to make room for practice test questions. The Internet is a source of many teacher-shared lesson plans and links to Web sites that provide resources for student activities and information databases that bring the more fact-heavy lessons to life. These are just a few Web sites that teachers can mine for ideas:

Judy Willis is the author of Research-Based Strategies to Ignite Student Learning: Insights from a Neurologist/Classroom Teacher (ASCD, 2006; http://shop.ascd.org/productdisplay.cfm?productid=107006) and Brain-Friendly Strategies for the Inclusion Classroom (ASCD, 2007; http://shop.ascd.org/productdisplay.cfm?productid=107040).

Judy's website: http://radteach.com/

Tuesday, June 26, 2007

DimensionM: Evolver Pre-Algebra video game from Tabula Digita

Tabula Digita has created a 3-D first-person videogame to teach pre-algebra concepts. Tabula Digita also offers a 3-D Algebra game, Dimenxian, available for PC's and Macs.

Here's some information from the website:

"DimensionM™is an immersive video game world that engages students in the instruction and learning of mathematics. Pre-algebra and algebra objectives are covered through a series of missions that bring math into a world that today's students understand. Students become so captivated in solving problems that they forget they're learning but they don't forget what they've learned."

Wednesday, June 20, 2007

New and old- RomeReborn, old posts to revisit

I posted a link on my Interactive Multimedia Technology blog to information about Rome Reborn, an interactive 3-D simulation of ancient rome as it exist in 320 A.D. For those of you who work with "at-risk" learners and those with special needs who are visual learners, you'll find that Rome Reborn might be a great way to engage students in learning about world history.

(Rome Reborn would be great on a large interactive touch screen display or table.)

On a different note, I revisited one of my first TechPsych blog posts, Mega List of Resources and References: Technology, Education, Psychology, Prevention and Intervention, and thought I'd update it soon, since I've gathered more great references and resources over the past year. Stay posted!

Monday, June 04, 2007

Research: Robots to help children form relationships

Here is a link to an article about the IROMEC project at the University of Hertfordshire. IROMEC stands for "Interactive Robotic Social Mediators as Companions"

Here is a quote from the article:

"Over the next three years, IROMEC will investigate how robotic toys can become social mediators encouraging children with disabilities to discover a range of play skills, from solitary to social and cooperative play and provide opportunities for other children and carers/teachers or parents to “join” in."

In my opinion, it might be less expensive to develop social skills interaction applications that incorporate virtual humans, and possibly more effective. For example, the virtual "friend" could reside on a multi-media enabled touch table, such as Microsoft's Surface.

What do you think?

http://www.physorg.com/news99649531.html

Friday, May 25, 2007

Middle school math: Intelligent Tutoring System

Here is an excerpt from a recent article about a new application to assist with middle school-level mathmatics teaching and learning:

"WORCESTER, Mass. – Researchers at Worcester Polytechnic Institute (WPI) and Carnegie Mellon University have received a four-year, $2 million award from the federal Department of Education to continue development of a powerful computerized tool designed to help middle school students master mathematical skills.

With the award, researchers will enhance an intelligent tutoring system called ASSISTment, giving it new capabilities and transforming it into an unparalleled tool for both educating students and tracking their progress. The system will give school systems the long-term data on student performance they must report under the federal No Child Left Behind Act. More important, it will provide teachers—and parents—immediate, day-to-day feedback on what students have and have not learned, making it easier to offer individualized instruction to help students master concepts they may be struggling with.

Remarkably, the system does all this at the same time it tutors students. In fact, ASSISTments is the only system that can provide longitudinal data and a benchmark assessment of student skills without taking time out from classroom instruction, says Neil Heffernan, associate professor of computer science at WPI and leader of the ASSISTments research team."

Food for thought! If you know anything about this program, please let me know.

Tuesday, May 22, 2007

Two Video Resources for Educators: TeacherTube and TeachersTV

TeacherTubeis similar to YouTube, but it was developed with the purpose of providing educators and learners with a safe environment to share education-related videos and materials.

Teachers TVis from the UK. It contains thousands of educational videos that are suitable for classroom use. It also provides a variety of videos that were designed for staff development purposes.

Take a look!

Thursday, April 12, 2007

Technology and Alternative Cognitive Assessment?

I've been struggling to provide alternative assessments to use when I work with students who have previously tested within the severe to profound range of cognitive ability. Often these young people have more than one disability and it is very difficult to identify "hidden" cognitive strengths or areas of emerging skills.

Although some of students do not have the skills necessary to point to items on a test stimulus card, or understand the directions required by traditional cognitive test batteries, some of them they CAN point and "click" on a screen, using a mouse or an AT device.

I know of several students who test within the severe range of cognitive ability who who can navigate websites to find entertainment, music, learning activities, and special interests, often without assistance. These skills are important, but they are not included in standarized cognitive or adaptive behavior assessments.

Some people are working hard to figure out a "better way".

Organization SoftTouch, Inc. provided a workshop for educators of students who have severe disabilities addressing this concern. The workshop,
"Show Me What You Know — Alternate Assessment for Students with Autism, Cognitive and Physical Disabilities", was presented at a the Conference 2006: Technology & Persons with Disabilities.

The people at CAST- Center for Applied Special Technology, known for getting the word out about Universal Design for Learning (UDL), are also concerned about the need for accessible assessments.

I'm interested in alternative assessments and how cognitive evaluation procedures can embody the principles of universal design and access. School psychologists need more tech in our toolboxes if we are to provide meaningful assessments. This technology needs to embody the principals of "universal usability", a topic that I'll address more in-depth in a future blog.

We also need to look at current research in related fields, such as cogntive science. Here is an example:

According to the article in the Charlotte Observer (April 12, 2007), IBM volunteered to work with researchers from the Center for Behavioral Neuroscience to develop computer games designed to test the reasoning , learning, and memory skills of primates. The computer games are installed on touch-screen monitors embeeded in primate habitats in several zoos, including Zoo Atlanta.

I haven't done much reading in this area, but from what I can see, the research with primates has the potential to help develop better methods of assessing cognitive functioning of people who have strengths and abilities that can not be assessed through traditional psychological and cognitive tests.

Interesting Resources:

"The Alliance for Technology Access (ATA) is the national network of community-based Resource Centers, Developers, Vendors, and Associates dedicated to providing information and support services to children and adults with disabilities, and increasing their use of standard, assistive, and information technologies."

Julie Martin-Malivel's website Dr. Martin-Malivel conducts comparative cognition research in human and non-human primates.

"Chimpanzee Facial Expressions are Helping Researchers Understand Human Emotional Communication" This is being conducted by the Yerkes National Primate Research Center Cognitive Testing Facility. Food for thought.

"Universal Usability"
Universal Usability principles ensure that web sites and web-based applications are accessible. I think that these principles should be considered when planning cognitive and related assessments for people who have low incidence and/or multiple disabilities. (Leave a comment- I want to know what people think about this!)

Novint Falcon 3-D Haptic Game Controller - This device looks like it will have great potential for young people with visual and mobility impairments.

Saturday, January 27, 2007

Tango! An innovative augmented communication device from Blink Twice

Tango!

According to the Blink Twice website:

"Blink Twice is led by our CEO, Richard Ellenson, a USSAAC board member and advertising industry veteran whose son, Thomas, has cerebral palsy. Wanting to incorporate some of the energetic communication technologies from his industry into the world of speech-generating devices—and drawing from personal experience—Ellenson reached out to many of the world's most well-respected companies. In the past three years, Blink Twice has worked with companies as diverse as frog design, Flextronics, and Nickelodeon to develop new approaches to building communication for youngsters and school-aged children."

Thursday, January 25, 2007

Watch this video about a "super touch screen" for Google Earth from Perceptive Pixel!

This video is a great demonstration of how innovative human-computer interaction technology and techniques can be used with Google Earth (and more), via a wide screen touch screen. Can you imagine what it would be like to have this available to students in every classroom?! Be patient, it takes a while to load. You can link to it directly here or here.

I found this on the Google Earth Blog.

Read this article!

-Lynn

Saturday, January 20, 2007

GamaSutra article about children and games

Here are some interesting statistics about children and games from an article in GamaSutra:

"The NPD Group, which also tracks the monthly video game industry sales data in North America, has released findings from an online survey titled Kids & Digital Content, which found that children as young as 2 years old are playing video games and downloading digital content.

The survey, which was completed by U.S. parents, found that children have become increasingly in tune with technology, as children between the ages of 2 and 14 are downloading games and watching downloaded and streaming content over the internet through computers and other personal electronics."

Food for thought!

-Lynn

Youth, Technology, Gaming, and the Library

If you work with kids and teens, it is important to keep up with what technology. If you work in a low-tech environment, you might not be aware of some innovative programs that are offered through some public libraries. I thought I'd share some of the exciting things that are happening in my region, spearheaded by Matt Gullet, the Director of Emerging Technology at the PLCMC (Public Library of Charlotte & Mecklenburg) and Kelley Czarnecki, a teen librarian.

Matt maintains the "Youth and Technology" blog. This blog focuses on the use of technology " in creative ways to enrich the lives of youth". This is a great resource!

Matt and Kelley are involved in the Teen Second Life Project and recently wrote the cover article of a recent School Library Journal, "Meet the New You".

More info:

"Charlotte, NC - Oct. 6, 2006 - The Public Library of Charlotte & Mecklenburg County (PLCMC) and the Alliance Library System are pleased to announce a partnership to collaborate on the "Eye4You Alliance," an island in Teen Second Life that will offer virtual library services to teens.

Teen Second Life is a 3-D, international gathering place on the Internet where teens 13-17 can make friends, play, learn and create. Teens create a digital version of themselves, called an avatar, that they use to travel around the "virtual world," meet new people and participate in a variety of activities.

The goal of "Eye4You Alliance" is to create an interactive and informative space for young adults within the Teen Second Life virtual world and to collaborate with other educators who serve youth and are already present in Teen Second Life and in real life.

"At a time when many libraries are offering collaborative spaces through social tools, a 3-D immersive environment is the next logical step to libraries remaining relevant to teenagers," said Helene Blowers, director of Information Technology at PLCMC. "This project is an opportunity to engage teens in services and activities that will excite them in a place they already are." -Second Life Library Blog (Note - the Second Life Library Blog was recently moved to InfoIsland.org)

GAMING AT THE LIBRARY!

The PLCMC offers teen gaming events at various libraries throughout the county, and a Gaming Zone for all ages at the main library's Virtual Village. The library has a set of new AlienWare laptop computers, used for LAN parties:









more pictures of the Game Zone program

Comment:

I'd like to see the library purchase Dimenxian, a 3D game that teaches Algebra. It has multiplayer capabilities, so it would be great on the new AlienWare LAN system. For more information, see the Tabula Digita site.



ImaginOn, the children and teen's main library, offers many opportunities that involve technology, including a video production studio,
Studio i. The library offers workshops such as " Take Photos for Your Webpage" , "Make MySpace Photos Come to Life", and events such as a Dance Dance Revolution tournament, Family Gaming Night, and video game club meetings.

If you don't know what is going on at the library these days, I urge you to find out. Share this information with parents, colleagues, and the young people in your life.

-Lynn




Wednesday, January 03, 2007

Link to Scientific Learning, developers of Fast ForWord.

The Charlotte-Mecklenburg Schools recently announced that it will be spending $300,000.00 on Fast ForWord software (from Scientific Learning) to support reading and related skills. According to an article in the Charlotte Observer:

"The program is an exercise in neuroscience disguised as a game. Kids see animated figures, for example, and must indicate whether a sound's frequency and pitch is getting higher or lower. Or they play a version of Memory that forces them to match sounds such as bit and pit.

The games slow the speech so kids can succeed initially. As they answer more questions correctly, the difficulty increases. If kids make mistakes, the computer tailors the games to improve weaknesses.

The repetition improves the brain. After eight to 12 weeks, students' reading abilities make an average of at least a year's progress, the software's maker says."

If you are a school psychologist, special educator, speech/language pathologist, reading specialist, teacher, or parent who is familiar with this program, feel free to comment about this on this blog!

I am particularly interested to learn if you are a graduate student doing research in schools using Fast ForWord. What do you think? How does this method compare with other methods?

(Note: I do not own Fast ForWord software- - and I'm not affiliated with Scientific Learning. )

Link to article from eSchool News: Six Ed-Tech Trends to Watch in 2007

Are you interested in learning about the trends in educational technology for 2007? This on-line article from eSchool News gives a good overview of what's coming in the near future.

Six ed-tech trends to watch in 2007
"Service-oriented architecture, ‘cloud computing’ among the developments sure to have an impact on educational technology in the coming year " By Gregg W. Downey, Editor, eSchool News

Saturday, December 02, 2006

Link to Silversprite, a blog about the use of games for learning. (click here for link)

Take the time to visit John Kirriemuir's blog, SilverSprite. He is a self-employed researcher and consultant who specializes in the use of technologies to support education and learning. His blog provides good resources for educators who are interested in using games and learning, especially through "Commercial Off the Shelf" games that can be easily adapted to the curriculum.

Here is a description of Kirriemuir's blog:

"Examples of COTS (Commercial Off The Shelf) games being used for curriculum-based learning. These games are designed purely for entertainment, and not for learning or teaching. By compiling these examples, we show that such games are being used in schools and colleges by teachers and other educators, as part of curriculum-based learning."

Monday, November 20, 2006

eSchoolNews Educator's Resource Center

If you are looking for educational technology resources, the eSchool News Online website has a wealth of information, including a video resource center.