Tech Tips #171: Return your screen to normal
This is not part of the 169 tech tips for your class book but it will be when I update the ebook:
Tech Tip #171: Ctrl+0 returns your screen to normal
Often, readers or friends push their computers in my face, frantic because they can’t see all of the screen. It bleeds off the edges.
“I use Ctrl- to zoom out–like you said–but I can’t get it back to where it used to be, the way I like reading it!”
I can solve that.
Ctrl- (pushing Ctrl and – together) zooms out of a screen be it on the internet, Word, or many other programs. Ctrl+ zooms in. But sometimes, your screen is so off-kilter that you can’t tell where “normal” used to be. For that, hold down Ctrl and push 0 (the number zero):
Ctrl 0
That puts your screen back to the standard setting before you zoomed in or out.
I’m surprised how often I and friends use this.
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How to Teach Critical Thinking
There’s a reason why the brain uses 25% of the calories you eat: Thinking is hard work. Subjects like math and science — the ones only “smart” kids do well in — demand that you find patterns, unravel clues, connect one dot to another, and scaffold knowledge learned in prior lessons. Worse, you’re either right or wrong with no gray areas.
Wait. Where have we heard those characteristics before? In games! Do these descriptions sound familiar (or ask your game-playing students)?
Take the helm of your own country and work together with others to solve international problems!
Manage your city so it’s energy efficient and sustainable.
Solve a mysterious outbreak in a distant tropical jungle and save the scientists.
All torn straight from the taglines of popular games. Kids love playing games, leveling up, and finding the keys required to win. They choose the deep concentration and trial-and-error of gameplay over many other activities because figuring out how to win is exciting. So why the disconnect among teachers and parents when applying gameplay to learning?
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What to Consider When Assigning Homework
Homework has come under fire the last few years as data surfaced that seemed to support the conclusion that homework is a waste of time. The traditional goals — that homework reinforces school work, provides additional practice on difficult topics, and involves the family — seemed to fall away under the onslaught of naysayers and their numbers.
To many, the shortfalls mean homework should be excised from the education experience. To me, it simply means we teachers must update it — not eliminate it.
If you are committed to the value of homework, here are six suggestions for how to make it more aligned with student education goals:
Make homework relevant
Duke University Professor Harris M. Cooper, says (paraphrased in parts):
Really good homework assignments in subjects such as math and science … highlight skills children use in other areas of their life — sports, games, and everyday tasks like grocery shopping with their parents. A really good teacher is one that takes the skills that [their students] are learning … and uses homework to show them these are the skills they need to enjoy things they do even more
As a teacher, own that. Make homework tie into other parts of a student’s life. After all, isn’t that exactly what education is supposed to do — prepare students for life?
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The Case for Positive Reinforcement in Classrooms
Every teacher knows that students do better with positive reinforcement. As tempting as “punishment” might sound when referring to that student who has scrambled your last nerve, to explain consequences of actions in positive terms goes much further toward student success not only in school but in the ongoing effort to build life-long learners.
“Positive reinforcement, whether it be with your family, when following laws, or with students, can best be defined as the logical consequences of doing what’s right.” –Jacqui Murray
As an education pedagogy, pursuing a classroom management system that revolves around positive reinforcement is called Positive Behavioral Interventions and Support, or PBIS. The importance of using tools that prevent disruptive behavior and support students is explained by NEA Past President Lily Eskelsen Garcia:
The most effective tool teachers have to handle problem behavior is to prevent it from occurring in the first place. Positive Behavioral Interventions and Supports (PBIS) programs help teachers recognize the significance of classroom management and preventive school discipline to maximize student success. PBIS strategies are critical to providing all young people with the best learning environment.
Committed teachers can accomplish this in a variety of ways including supportive words, prizes, special activities, certificates, badges, and modeling proper behavior. Here are four online options that support the goal of recognizing students in a positive way:
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New Ways to Gamify Learning
The first thing most teachers think about when discussing gamified learning is the online math games kids play. Maybe Vocabulary.com and its spelling games come to mind next. But those webtools exemplify where the gamification of education started. Their approach is good but way down the SAMR pyramid to what can be done today, easily, in classrooms.
Let me step back a moment to explain the SAMR Model as it applies to the use of technology in education. It is used to discuss the implementation of technology in the classroom by organizing tech-in-education tools into four categories or types of usage:
- Substitution: Technology is a direct replacement for something, e.g. ebooks in place of print books or online math drills in place of worksheets.
- Augmentation: Technology not only replaces a traditional tool but adds functionality, e.g. using Google Earth to explore the setting of a story rather than a map
- Modification: Technology allows for a significant change, e.g. using screencasts to explain a process.
- Redefinition: Technology allows for the creation of completely new ways of learning that were previously not possible. e.g. using virtual meeting tools (like Google Hangouts) to include housebound students in a class.
The SAMR Model directly relates to the evolution of games in education, from simply substituting online drills for worksheets to creating new ways to learn that students love. The gamification of learning became popular at first because students exhibited great aptitude and tolerance for learning new material when gameplaying, but the reason that popularity lasted is even more simple: Applying the characteristics of gameplaying to learning works! The most well-known example is the viral popularity of Minecraft and the way it has been applied to every academic corner of learning.
Here are some general ideas of how you can gamify learning in your class, on a budget and without extensive retraining:
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Print or Digital Textbooks? What’s the Low-down?
For the past decade, schools have invested millions of dollars in technology. It started with a push for desktop computers which soon expanded to iPads and the wonderful apps (like art programs) that made tablets essential tools. Quickly after iPads, schools fell in love with Chromebooks and their amazing ability to allow students to collaborate and share, not to mention their ease of maintenance. Today’s focus is to give every student a digital device, much as kids used to be provided tablets and pencils.
The next game changer, according to education experts, will be digital textbooks. This is driven in large part by the affordability and portability of digital devices like Chromebooks, tablets, and laptops. Why lug around half a dozen heavy books in a backpack that too often is left behind on a sports field or at the library? Why spend a year studying information in a print textbook that doesn’t match the thinking or values of the school and its students? It’s no wonder proponents of digital books are pushing for change.
But there’s another side to the story of print vs. digital, one that is at the core of why 2015 e-book sales dropped in the United States and the UK. Let’s take a clear-eyed look at the pluses on each side of this argument. Then, when it’s time for your school to make that call, you’ll be ready.
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Work Hard–it’s Labor Day!
Labor Day is annually held on the first Monday of September (this year, September 3rd). It was originally organized to celebrate various labor associations’ strengths of and contributions to the United States economy. It is largely a day of rest in modern times. Many people mark Labor Day as the end of the summer season and a last chance to make trips or hold outdoor events.
Labor Day is a US holiday dedicated to workers across the country. The public holiday always falls on the first Monday in September. The first federal observation of the holiday occurred in 1894 however the first Labor Day observed in a state was in Oregon in 1887.
Today, I honor the warrior, his job to fight for America’s way of life, invisibly and heroically, across the globe.
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Tech Ed Resources for your Class–Digital Citizenship
I get a lot of questions from readers about what tech ed resources I use in my classroom so I’m going to take a few days this summer to review them with you. Some are edited and/or written by members of the Ask a Tech Teacher crew. Others, by tech teachers who work with the same publisher I do. All of them, I’ve found well-suited to the task of scaling and differentiating tech skills for age groups, scaffolding learning year-to-year, taking into account the perspectives and norms of all stakeholders, with appropriate metrics to know learning is organic and granular.
Today: K-8 Digital Citizenship Curriculum
Overview
K-8 Digital Citizenship Curriculum–9 grade levels. 17 topics. 46 lessons. 46 projects. A year-long digital citizenship curriculum that covers everything you need to discuss on internet safety and efficiency, delivered in the time you have in the classroom.
Digital Citizenship–probably one of the most important topics students will learn between kindergarten and 8th and too often, teachers are thrown into it without a roadmap. This book is your guide to what children must know at what age to thrive in the community called the internet. It blends all pieces into a cohesive, effective student-directed cyber-learning experience that accomplishes ISTE’s general goals to:
- Advocate and practice safe, legal, and responsible use of information and technology
- Exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity
- Demonstrate personal responsibility for lifelong learning
- Exhibit leadership for digital citizenship
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Teaching Digital Rights and Responsibilities
Teaching used to be based on textbooks used by millions nation- or worldwide. They took an entire school year to finish leaving little time for curiosity or creativity. Some subjects still do fine with that approach because their pedagogy varies little year-to-year.
In my classes, though, that’s changing. I no longer limit myself to the contents of a textbook written years, sometimes a decade, ago. Now, I’m likely to cobble together lesson plans from a variety of time-sensitive and differentiated material. Plus, I commonly expect students to dig deeper into class conversations, think critically about current event connections, and gain perspective by comparing lesson materials to world cultures. That, of course, usually ends up not in a library but on the Internet.
Before I set them loose in the virtual world, though, I teach them the “rules of the Internet road” because make no mistake: There are rules. The Internet’s Wild West days are fast disappearing, replaced with the security offered by abiding to a discrete set of what’s commonly referred to as “digital rights and responsibilities“. It boils down to a simple maxim:
With the right to discover knowledge comes the responsibility to behave well while doing so.
The privileges and freedoms extended to digital users who type a URL into a browser or click a link in a PDF or scan a QR Code require that they bear the responsibility to keep the virtual library a safe and healthy environment for everyone.
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The Important Morning Meeting
One of the strategies I grew to appreciate in my several decades of teaching was starting my class with a warm-up. A tangible transition between the previous class (or recess) and mine seemed to orient students to my topic and make the entire class go more smoothly. For me, because I taught what is called specials or pull-outs (I taught technology), I did this at the beginning of a class period. When you do this at the beginning of the day, it’s called not a warm-up but a morning meeting.
What is a Morning Meeting
Morning meetings are a time when students and teacher gather together, usually in a circle, for an organized start-of-day activity. They can be as quick as fifteen minutes or as long as thirty. You determine this based on what students need to start their day as lifelong learners. Some days are quick; others, not so much. That’s OK. In fact, it’s good to be flexible with the schedule and responsive to student needs. They learn faster when you’re listening to them and come to believe they are worthy. As such, they begin to believe in themselves.
Goals of a Morning Meeting
The broad purpose of a morning meeting is to transition students between home and school, to greet them as you would a guest in your house. It’s an informal way to re-acquaint everyone with each other and with the classroom ecosystem. Think of it on par with a family dinner, where parents and children come together in a relaxed environment to do something everyone enjoys. You start by welcoming students, reviewing the day’s activities, discussing changes in the classroom, meeting new students, celebrating the accomplishments of classmates, and anything else that benefits from a whole-group meeting.