1. Identify needs of the student that impact his/her achievement
    1. Need to enjoy learning. Students are best engaged when they are actively involved in an activity. This means challenging kids with something they want to achieve.
      1. learning must be meaningful
        1. must be tied to student's own experiences
        2. must be authentic or "real world" to student
          1. understanding/locating/using Case Studies
            1. Higher Education Academy
            2. Case Studies in Science
          2. Problem-based learning
            1. sample PBLs
            2. PBL at Samford
            3. More about PBL
          3. Project Based Learning
            1. Project based learning checklist
            2. Project-based learning with multimedia
            3. Encyclopedia of Educational Technology
      2. learning must be interesting
        1. must be challenging and "doable" (a " flow " experience)
        2. must be able to complete with other "attention getting" events
    2. Need to be successful
      1. must know what is expected of them
        1. Georgia GPS
          1. using the GLC
        2. Objectives identified by teacher
          1. Using GLC Lesson Plan Builder
      2. must have content in different forms that the student relates to
        1. words
          1. Word processing tips & tricks
            1. Priory Woods School
            2. Wellesley
            3. Malektips
          2. How to locate/use/navigate PDF files
            1. What is a pdf file?
            2. How to use pdf files (Texas Instruments)
          3. Copyright free, on-line books
            1. On-line Books Page
            2. Project Gutenberg
            3. Online Literature
            4. Million Book Project (Teacher use only)
          4. using a scanner's OCR tools
          5. MS Word art
          6. creating outlines with Inspiration
          7. creating annotated texts
          8. using handhelds
        2. numbers/or a mathematical form
          1. How to use MS Equation Editor
          2. National Library of Virtual Manipulatives
          3. MarcoPolo Illuminations/Interactive Math Tools
          4. using handhelds
        3. graphics/pictures/video
          1. using the digital camera
          2. locating copyright free images
            1. GIMP Savvy
            2. Pics4Learning
            3. DHD Multimedia Collection
            4. MorgueFile
          3. editing/creating graphics
          4. converting graphics
          5. knowing the different image formats
          6. using a scanner
          7. importing/exporting images
          8. creating concept maps (i.e., Inspiration)
          9. using PeachStar / streaming video
        4. auditory/music
          1. how to digitally record sound
          2. where to locate copyright free digital sound resources
          3. how to import/export sounds
          4. how to edit sound files
        5. in the form of people who demonstrate or have demonstrated the concept
          1. how to locate/communicate with online experts
          2. finding biographical information on the Internet (i.e., Biography.com )
          3. MS web meeting
        6. associated with ways the student has personally demonstrated or experienced it
          1. making web-based surveys
          2. using MS Word to keep an on-line journal
        7. associated with an example in the environment (outside of school)
          1. using the digital camera/digital video to collect example images
          2. using dataprobes (i.e. PASCO )
          3. web-based research
          4. Handhelds
            1. Downloadable resources used on handhelds
          5. JASON project--this is VERY applicable--call Monica
        8. through a physical activity
          1. data-probes (i.e. PASCO )
          2. Handhelds
      3. Accumulate evidence of successes/areas for improvement
        1. Portfolio-- What is a portfolio?
          1. Portable examples (disks, CDs, DVDs)
          2. Web-based portfolios
      4. must get immediate feedback
        1. On-line surveys
          1. OpinionPower
          2. MyBackend (sounds kind of funny but it's cool)
            1. an example I made by cutting and pasting a snippet of code into a free Geocities html editor
          3. FAST (Free Assessment Summary Tool)
          4. CreateSurvey (check out the free, 5-survey demo option)
        2. Creating/using rubrics
          1. Rubistar
          2. NCREL's scoring guide for student products
          3. Teach-Nology Rubrics
          4. RubricMaker
        3. CPS / ACTIVote
        4. SmartBoard / Promethean Board
      5. must use what was learned in a "real world" way or setting outside of the classroom
        1. Digital dissemination ( fair use , copyright rules , legal issues , etc...)
          1. making web-sites for off-campus users
            1. PROMOTE
          2. creating audio CDs
          3. Desktop publishing
          4. Presentations
            1. slideshows
            2. digital video ( MS MovieMake r)
            3. SAM (Students Achieving with Multimedia, class offered at RESA)
    3. Need to demonstrate gains in achievement
      1. must know where they are prior to learning
        1. Finding/making pretests
        2. how to make spreadsheets
      2. must know where they are after learning
      3. must have products that document progress/growth
        1. standardized tests
        2. report card grades
        3. community projects
        4. authentic assessment
          1. is criterion-referenced rather than norm-referenced. Basically, it identifies strengths and weaknesses, but does not compare or rank students. The student competes with herself.
          2. is often based on performance--students are asked to (appropriately) demonstrate evidence of their knowledge, skills, and competencies
          3. has students develop responses rather than select from predetermined options
          4. generates higher order thinking in addition to basic skills
          5. directly evaluates holistic projects, that is, the importance of a "whole" and the interdependence of its "parts" (i.e., not only seeing but explaining the "big picture" and all of the "details" that comprise it)
          6. synthesizes with classroom instruction, puts together "old" or previously transmitted knowledge in new ways
          7. uses samples of student work (portfolios) collected over an extended time period
            1. Digital portfolios /CDs or DVDs containing
              1. Presentations
                1. PowerPoint slideshow
                2. video
                3. web gallery
                4. SAM
              2. desktop publishing products
                1. booklets
                2. newsletters
                3. brochures
              3. collected data
                1. table form
                2. charts/graphs
                3. written accounts
              4. Websites
                1. Tools
                  1. MSWord
                  2. Free sites ( Geocities , Tripod , etc...)
                  3. FrontPage
                  4. Dreamweaver
                2. Flash
                3. saving/converting files to .html format
                4. uploading files
                5. making webquests/PROMOTE GA
          8. Flows from clear criteria made known to students (i.e., use of rubrics)
          9. Allows for the possibility of multiple human judgments (work may be assessed by others, outside of the classroom--i.e., other teachers, students, community members)
          10. Relates very closely to "real world" use of the concept being learning--what we're looking for here is a crytal clear example of transfer, evidence of teh learning being applied in an environment beyond the classroom
          11. continually teaches students why and how to evaluate their own work
          12. has limitations
            1. managing its time-intensive nature
            2. ensuring curricular validity
            3. minimizing evaluator bias

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