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Kaligah Hopkins

EDU 225
2/22/15
Biba John

Link to my website: http://mrhopkinsclass.weebly.com/

Student Centered Technology

Raft Card 1:

Row 1

ROLE (student)
Manage and run class
election

AUDIENCE
Class voters

FORMAT
Reporting on and
posting the results on
a class blog

Objective:
Students will demonstrate their understanding of the election process.
Student Role:
Manage and run class election.
Audience:
Class Voters
Format:
Reporting on and posting the results on a class blog.
Topic:
What happens before, during and after an election?

TOPIC
What happens
before, during and
after an election?

Directions:
1. Make sure students know which candidates are running in each party.
2. Tell students that they will now register to vote.
3. Have people monitor the voting booths and check voter registration.
4. Come up with a schedule so that all students do not arrive at the voting location at
the same time.
5. Students cast their votes and then the votes are counted.
6. Then the winner is announced.
7. Last the result are posted on a blog on the class website.
Resources:
Websites to visit:
Elections: Everything you need
http://www.scholastic.com/teachers/unit/elections-everything-you-need
Mock Elections
http://www.ncwiseowl.org/ss/Citizenship/MockElections/Mock_Elections.htm
ethemes: Election for elementary students
https://ethemes.missouri.edu/themes/709

Assessment:
Manage and run a class election and make sure everyone votes. You will earn 10 pts. For
step 1-6 and 40 pts. for step 7.

Raft Card 2:

Row 2

ROLE (student)
Manage the classroom
store

AUDIENCE
The customers in
the class.

FORMAT
Using Microsoft
Excel to create a
spare sheet of
inventory

Objective:
Students will learn how to count money, inventory and give change.
Student Role:
Manage the classroom store.
Audience:
The customers in the class.
Format:
Using Microsoft Excel to create a spare sheet to keep inventory
Topic:
How much Change should you get?

TOPIC
How Much change
should you get?

Directions:
1.
2.
3.
4.
5.
6.

Take inventory and write down the number of each items.


Price all the items.
Count all the starting money and write it down
Open store, make sales and give customers receipts.
Close store, count money and calculate profit.
Input data into spare sheet.

Resources:
Counting money cool
http://www.mathnook.com/math/skill/countingmoneygames.php
ABCya: Learn to count
http://www.abcya.com/counting_money.htm
Peter Pigs: Practical money skills
http://www.practicalmoneyskills.com/games/peterpigs/

Assessment:
Manage inventory and money in the store. You will earn 10 pts. for every correct
transaction and 30 pts. for correct spare sheet.

Raft Card 3:

Row 3

ROLE (student)
Create a stop littering
commercial

AUDIENCE
Students and parents
of the school

FORMAT
Handheld camera
and editing software

Objective:
To obtain an understanding of what litter is and why it is bad?
Student Role:
Create a stop littering commercial.
Audience:
Students and parents of the school.
Format:
Handheld camera editing software.
Topic:
What is litter?

TOPIC
What is Litter?

Directions:
1.
2.
3.
4.
5.
6.

Do research on littering to compile a list of facts on littering.


Choose the most important facts and write a first draft of the script.
Edit and finalize script.
Record commercial at least three times.
Use software to edit commercial.
Present commercial to class.

Resources:
Recycle Round up
http://kids.nationalgeographic.com/kids/games/actiongames/recycle-roundup/
Interesting facts about littering
http://www.litteritcostsyou.org/9-interesting-facts-and-statistics-about-littering/
Litter facts & myths
http://www.dot.state.pa.us/Internet/pdkids.nsf/FactSheet?OpenForm

Assessment:
Make commercial on littering. You will earn 20 pts. each for research, script and editing
commercial and 40 pts. for Presentation.

Student Centered Technology


It is very important especially when using technology that you try to have as many as
student centered tools and activities as you can for your class. The more technology you use and
you introduced to your students the more comfortable they will become with working with and
using various technologies. Such as Mobile devices, Moodle and mathematics applications really
can greatly change and improve the way students learn.
Mobile devices
Mobile devices allow a classroom to become a wireless learning environment. So students are
able to access information extremely fast. While also allowing students to share information with
each other and the teacher extremely quick. So students are able to look things up they need to
know for a group project share them with the group what other people are looking up or doing
other things. So this greatly improves communication and collaboration all are in the classroom.
Mobile devices also allow the students to be fully engaged in the activity and lesson the teacher
has a class doing. They're not just sitting silently while the teacher writes notes on the board and
answering couple of questions. Making mobile devices a great student- centered technology tool.
The use of mobile devices help students meet many of the ISTE standards. Such as research and
information fluency and Communication and collaboration.
Moodle
Moodle is a free online learning management system that allows teachers to create their own
private website. Moodle allows teachers to extend student learning for much longer than just the
school day. The teacher can upload content such as quizzes and assignments for their students to
view at any time. The teacher may also add collaborative activities for the students to do together
without having to be in the same room. The teacher can also add other content such as class notes
so the students can review the notes at home at a later time. The teacher might also add this

website links for the students to use for research and extra help. That is one of the things that
makes Moodle student centered does the students can choose to work on their own without being
made to by their teacher. The use of Moodle helps students meet many of the ISTE standards.
Such as Research and information fluency, Communication and collaboration and Technology
operations and concepts.
Mathematics apps
Mathematics applications such as Splash Math and Long Multiplication run on portable tablets
are iPhones and allows students to practice math wherever they are. Also allows students to work
on their math at their own pace, which can be useful when students are struggling and need more
time to work on problems. Math apps also provide immediate feedback of the students progress.
In contrast to having to wait for a teacher to grade their homework or for the results of an exam.
So students may choose whether or not they use the app on their own to continue to practice and
work on their weaknesses. These of the reasons why math apps are student centered because they
control how much and how hard they work. The use of mathematics applications help students
meet many of the ISTE standards. Such as Critical thinking, problem solving, and decision
making and Technology operations and concepts.
There are pros and cons to using technology in the classroom. Some of the pros are the fact that
it helps students become more engaged and make lessons more memorable when executed with
technology. Technology also can help make learning easier for students with the various
disabilities. Some of the cons to using technology in the classroom are the availability due to
cost. Also at times the technology does not always work the way teacher expects. Addition the
more advanced technical tool is the more fragile it is. So it doesn't take much for it to break or
malfunctioning.

They are hundreds of technology tools or teacher can use to create a student centered curriculum.
Mobile devices, Moodle and mathematical applications are just three tools that can be used to
create a student centered learning environment. Tools like this allows students to become more
engaged in learning. Which allows the lessons to become everlasting.

Reference
Tzu Chien, L. (2007). Teaching in a wireless learning environment: A case study. Journal Of
Educational Technology & Society, 10(1), 107-123.
de Oliveira, J. M., Mart, M. C., & Cervera, M. G. (2009). What Changes when Technology is
Good Enough?. International Journal Of Learning, 16(2), 477-488.
Zhang, M., Trussell, R., Gallegos, B., & Asam, R. (2015). Using Math Apps for Improving
Student Learning: An Exploratory Study in an Inclusive Fourth Grade Classroom. Techtrends:
Linking Research & Practice To Improve Learning, 59(2), 32-39. doi:10.1007/s11528-015-0837y

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