Tuesday, October 22, 2013

Looking Toward a Brighter Future


Today's classrooms are significantly different from the classrooms twenty years ago.  Students with disabilities are now being mainstreamed into the regular classroom and it has become a rewarding, yet challenging task for teachers. Today’s teachers no longer rely solely on the assistance of a one to one aide, but they now have the opportunity to work with students who utilize and rely on assistive technology.   In the video Assistive Technology: Enabling Dreams, students like Susanna Sweeney-Martini and Lukas Bratcher have exceled in their educational and musical careers thanks to the use of assistive technology (The George Lucas Educational Foundation, 2005).  However, in order for teachers to continue helping students like Martini and Bratcher succeed, they have to formulate and revise activities in their lesson plans to fit the needs of all students including those with disabilities.

There are a few steps that need to be taken into consideration when planning activities.  One major step is to know the student and what they are capable of doing.  A great source of information pertaining to this area is the Individualized Education Plan (IEP).  According to Laura Kaloi, National Center of Learning Disabilities Public Policy Director, the IEP contains detailed information on the student's disability and whether or not he or she requires assistive technology.  The IEP also contains appropriate goals for the student that are set to be attained by the end of the school year (The National Center for Learning Disabilities, 2012).  Activities in the lesson plan should be designed to help the students work toward those goals stated in the IEP.  This is a critical step so that the student may not have the feeling of helplessness and isolation.


Another major step that could be taken in revising or building a lesson plan to accommodate a student with disabilities is to ask several key questions such as:

1. What is the goal of the activity?
2. Is the student able to actively participate in the activity? If not, how can I make it less challenging for the student?
3. How will he or she complete tasks within the activity while utilizing their assistive technology tool?

These questions should be given deep thought when creating activities in order to successfully plan and execute the activity.   The learning goals of the activity must also be met by not just the student with the disability, but by all the students within the class.  The student has to be able to participate to the fullest extent with the least amount of difficulty.  Most importantly, the assistive technology tool has to be recognized and integrated into the activity in order for the disabled student to gain understanding and successfully apply the knowledge gained from the activity.  For example, in the exploration stage of the lesson plan, students are required to expand their minds through active participation.  If there is a  student who is like Susanna Martini from the video Enabling Dreams born with Cerebral Palsy, they may find writing activities to be difficult to complete without the use of a voice activated software.  Because of this tool, Martini was given the opportunity to excel alongside her peers, and look toward a brighter future despite her disability.

Creating a revised activity in a lesson plan with accommodations and modifications is a difficult task.  I have had the opportunity to create lesson plans and facilitate activities within those lesson plans through my methods courses.  However, I have not worked with a student that required assistive technology tools in my practicums.  Therefore, I believe it is important to do the research on the disabled student as well as asking key questions that will guide you in the creation process of the lesson plan.  Assistive technology whether it may be low tech such as magnifiers, or high tech such as voice activated software or onscreen keyboard devices along with a revised lesson plan, allow disabled students to reach further than they could have ever imagined.   It will also enable them to look toward a brighter future giving them better opportunities throughout their educational career and their life. 






References:


The George Lucas Educational Foundation. (2005, February 02). Assistive-Technology: Enabling Dreams [Video File]. Retrieved from http://www.edutopia.org/assistive-technology-enabling-dreams-video


The National Center for Learning Disabilities. (2012, August 30).  What Is An IEP? [Video File].  Retrieved from http://www.ncld.org/learning-disability-resources/videos/video-what-is-an-iep


Wednesday, October 9, 2013

Evaluating an Online Game

          Online educational games are alternative learning tools for students. According to Chatzidaki (2011), educational games could also be used to enhance student motivation, demonstrate practice skill, and enhance strategy and problem solving skills. These qualities are all essential for learning any subject in order to enhance students’ level of mastery of a topic. In choosing an online educational game to use in the classroom, the teacher must first evaluate the game and determine if the game is safe, engaging, and meets educational standards.
          One effective way to evaluate an online game is through the use of a rubric. A rubric is a type of performance assessment that can be used to effectively assess many aspects of the game. These aspects may include the interface, navigation, levels of difficulty, and accessibility. When developing a rubric, it is important that the rubric is organized, reasonable, understandable, and feasible (McMillan, 2011, p. 247). A poorly developed rubric may lead to false evaluation of the game, and could allow the teacher to use the game inappropriately. When utilizing the rubric to evaluate a game, it is important to keep in mind the categories in which you are evaluating. Thorough game play is required in order to effectively evaluate the game in each category. Difficulties in evaluating the game may be the type of game being evaluated and the evaluator's preference for the game. If the game is not engaging and has a boring interface yet fulfills educational standards, the evaluator may give the game a low score. On the other hand, if the game is highly engaging and appealing, yet does not fulfill educational standards, the evaluator may give the game a high score. Therefore, it is important to determine which type of rubric would be best to rate the game. Analytic rubrics, those in which individual scores are given to each criterion (McMillan, 2011, p. 244) is recommended in evaluating an online game. In this way, the evaluator will be able to determine individual areas that require improvement.
          In conclusion, online educational games are a great way to assess students' knowledge on topics previously taught in class.  However, not just any game can be used to enhance student learning.  The online educational games must go through repetitive play and effective evaluation through the use of a rubric.  Developing and utilizing a detailed analytic rubric is the best option in evaluating a game.


References:

Chatzidaki, E., Kostaras, N., Xenos, M. (2011). Assessment of an educational online virtual 
          game environment: The case of SimSafety.  [PowerPoint slides].  Retrieved from website
          http://www.gast.it.uc3m.es/ied-summit-2011/slides/iED_Eleni_Chatzidaki.pdf

McMillan, J. (2011).  Classroom assessment: Principles and practice for effective standards-based
           instruction.  Boston, MA: Pearson.