Links to SMART board activities:
Peep and the Big Wide World
Count Us In Games (math games)
NETS Standard for Students:
The first NETS standard for students that these activities would cover is 3d. model and facilitate effective use of current and emerging digital tools to locate, analyze, evaluate and use information resources to support research and learning. These activities meet this standard because, students will have to work together and take turns to do some of the games on Peep and the Big Wide World. This also, shows how to use emerging digital tools to support learning, especially when using the math games
Another student NETS standard that these activities include is 6a. understand and use technology system. These activities meet this standard because when students come up to participate in the games they have to know how to use the SMART board and show they understand how it works in order for the games to work. Even more so in the math games because students will have to use the key board on the SMART board to type in their answer.
NETS Standard for Teachers:
The first NETS standard that these activities for teachers is 3d. model and facilitate effective use of current and emerging digital tools to locate, analyze, evaluate and use information recourse to support research and learning. These games and actives meet these standards because using these games on a SMART board shows and effective way to use this technology in the classroom. It also supports the students learning whether it be in the matching games or recognizing shapes in Peep and the Big Wide World or having the math games be an anticipatory set for a math lesson. In addition, this will also help me as a teacher evaluate my students with how much they know about the subject and how well they respond to the help of their classmates.
The second NETS standard that these actives meet is 2c. customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resource. These games meet this standard because it incorporates the different learning styles, auditory, visual and kinesthetic. Also, it shows the teachers ability to use digital tools and online resources in the lesson.
There are several ways the SMART board will improve student learning in my future classroom. I believe, the biggest way is that the student will be more engaged in the classroom. Because, they will be able to actively helping to teach the lesson by playing a game or writing down how they solved a problem on the board. Also, one student could be showing and example using different manipulative under the document camera while other students follow along. In addition, it will enhance the time while the teacher is explaining a new concept. Not only will it serve as a visual ad but the teacher can interact with the board as well making it easier to model different concepts taught in school. By using these new technologies that are available to us as teachers I strongly believe that it will keep the students excited to learn. With a SMART board there are endless possibilities, using games, have the students take a quiz with the key pads have the students write their ideas on the smart board, podcast, blogging. Who wouldn't be excited to learn with all the different ways to teach. I know, I am excited to use these technologies in my classroom especially the SMART board and share my love for learning in a ways that will excited my students to learn!
Tuesday, October 6, 2009
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I really liked the activities that you found. It is nice that they are free, but are still useful for teaching. I like how you took a game that could be played on a desktop and made it more interactive and fun by incorporating SMART Board tools. Even though I don't want to teach younger grades, games like that make me want to! You just don't get to do fun things like that in 4-5th grade. At any rate, I can use them for my own kids someday :)
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