Tugas 2 Mata Kuliah Statistika Pendidikan dan Komputer
Table of Contents
SMART TECHNOLOGIES IN A TECHNOLOGY
CLASSROOM:
Integration
Investigation of Smart Board & Smart Notebook into a 7-12 Technology
Education Classroom
“In the
United States, there is a growing movement that involves the development of
educational programs that center around science, technology, engineering, and
mathematics (STEM)” (Duggar, 2008 p. 3).
Currently, the teacher attempts to occasionally
incorporate computer technology in the classroom through the use of a
school-wide shared laptop cart and shared computer lab. Student time with these
technologies is limited because they are shared amongst the entire school.
There is only one computer with a DVD/VCR, Elmo (digital camera), and projector
in the classroom.
The teacher still relies heavily on printed
source media for teaching and finds it difficult to motivate students to read
and write using paper sources, as students do not find it interesting.
Furthermore, administrators have not been supportive of using traditional
printed text. A high school principal at the school stated that “no one uses
text books anymore and that teachers should just use online resources.” Digital
media appears to be the way world culture is heading.
A “smart classroom” is sometimes referred to a
classroom that has the latest technologies. That used to be one that had a
computer with internet access, DVD player, VCR, document camera, and a
projector (Wong, 2008). Before that, it may have been a simple overhead
projector. Today, a “smart classroom” usually refers to whether or not a
classroom is equipped with an interactive whiteboard (Smart Board) and Smart
computer software (Smart Notebook) designed by Smart.
Arnone proposes a different definition of
curiosity as “a desire for new information or experience afforded by new media
environments and includes a trigger or multi-trigger scenario evoked by dynamic
media environments” (p. 185).
According to Arnone, the desire initiates a
reaction and a resolution (satisfied or non-satisfied). If the learner is
satisfied, new learning will usually take place; further increasing student
interest. Arnone argues that curiosity is affected by personal, situational,
and contextual factors. Examples of personal factors are a learners own
motivation, competence, developmental differences, and cognitive abilities.
Situational factors refer to the “in the moment” factors which influence
curiosity such as personality, predispositions, emotions, etc. Contextual
factors are the “setting” factors such as a classroom, or online learning
environment which would influence the curiosity (Arnone, 2011).
There are many reasons why an educator would
want to invoke curiosity in a classroom. Students that become curious develop
an interest in the learning material. Once student interest is captured
students are more likely to be involved and fully engaged; further helping to
establish a learning environment with less behavior problems (Arnone, 2011)
which in turn reduce distractions.
Studies have suggested that varying between
curiosity questions and the phases of interest can lead to better student
engagement and deeper levels of learning (Arnone, 2011). As an educator, one of
the goals we are taught is to strive to make students progress to higher levels
of thinking and apply that knowledge to create and evaluate content. The goal
is to increase student engagement and continually challenge them.
Smart technologies are being used because they
are said to “enhance learning” by increasing student “interest” through “active
engagement” (Smart Technologies). Theoretically, we should be able to see how
Smart Board affects all three forms engagement (affective, participative, and
cognitive) since student interest does not fully develop until at the highest
level of engagement according to Arnone’s model. Since Smart Board claims to
increase student engagement, there is the possibility that it even increases
student interests through the affective and participative domain.
Research shows that students’ best learn when
interacting with others and when technology further promotes those interactions
(Wong, 2008). It also suggests that students learn the fastest through direct
instruction from the teacher. (Ruutmann, 2011). Therefore, the role of the
teacher cannot be replaced by the technology, but if the technology allows for
better transformation of information, we can argue that learning should still
improve. However, Arnome (2010) states that information technology “can also
overwhelm and distract by providing more information than can be organized and
processed to determine relevance.” This is also known as information overload.
Smart technologies claim that they help enable
students and teachers by saving time organizing information visually through
the manipulation features. The technology also helps “create meaning, making
connections, and develop understanding” (Smart Technologies). Giles (2011) also
claims that Smart technologies “helps bridge the difference between learning
styles, abilities, prior knowledge, and interest levels that exist within any
group of children.” Part of this may be explained by the fact that students
view the latest technologies relevant. “Students see the use of relevancy-based
digital tools, content and resources as a key to driving learning productivity”
(Arnone, 2011 p. 193).
“Several theories of learning assert that
technological tools have an influence, which words cannot achieve alone, on
directing individuals, focusing their attention, and their capability to
analyze and synthesize” (Ertan, 2011 p. 26). Therefore, an argument could be
made that using outdated technologies does indeed decrease the moral,
motivation, interest, and ability for students to learn.
“The early days of instructional computing were
filled with excitement and prophecies for the potential of great educational
improvement through computer-base instruction. However, although there have
been great strides in technology and availability, actual improvement in
learning is less dramatic” (Alessi, 2001 p. 4).
The rapid emergent of information technologies
has cultivated a large scale of design theories, and recommendations as to how
to best develop and use these new technologies. A need for specialized training
on how to utilize emerging technologies is always increasing in demand. Ertan
(2011), says that these technologies allows for more rapid teaching,
overloading students. Educators can too feel overloaded with the pressure of
keeping up with these rapid changing technologies. Designing and developing any
educational software is time consuming and difficult” (Alessi, 2001 p. 40).
Never the less, educators are expected to keep up with changing trends, and
learn the new way to teach even if it’s the same old material.
“The outcomes of education and training must
include more than just learner achievement. They must include learner
satisfaction, self-worth, creativity, and social value” (Alessi, 2001 p. 37).
If students do not take pleasure in learning, they are less likely to obtain
higher level achievement. It is therefore essential that educational systems
upgrade and invest in modern technologies that will better promote student
curiosity, interests, motivation, and participation alike.
To make learning effective, Bonk and Zhang
suggest breaking learning down into four phases. First, get students involved
with real experiences. Second, have students reflect on their experiences using
active listening and observation skills. Mott (2010) also recommends organizing
collaborative groups to discuss their experiences and understandings. Third,
create ideas and finally make decisions through active experiments. Mott (2010)
states that learners should have a sense of empowerment through creating their
own presentations and have opportunity to become the ‘sage on stage.’
Another common suggestion is that teachers
should give lots of examples and should use visual stimulus such as graphics,
charts, and pictures along with text to help students learn (Ertan, 2011, Mott,
2010). This is very helpful with the visual learners, but Smart takes viewing a
step farther by allowing learners to touch the material which also helps the
kinesthetic learners.
“A successful teacher or successful designer of
instructional materials must adapt to the needs of different learners, subject
areas, and situations” (Alessi, 2001 p. 40). Too often “teacher education
programs do not adequately prepare teachers to infuse technology into their
classrooms upon graduation” (Mott, 2010). It is the role of educators to
enhance learning through these new technologies that help promote active
learning, collaboration, and problem solving skills (Mott, 2010).
The project consists of the design of three
separate lessons using Smart Notebook software. Smart Notebook can be used in
conjunction with Smart Board to make interactive presentations that are said to
increase learner curiosity, interest, motivation, participation, and
performance. The Smart Notebook software can also be used from the computer to
assist teachers in making presentations, activities, and evaluations even if a
Smart Board is not available. The three types of lesson formats demonstrated
will be a general presentation, interactive review game activity, and a type of
assessment.
As a Presentation Software:
The first lesson set uses Smart Notebook as a
presentation tool. Most users are familiar with Microsoft Power Point as it is
the predominant presentation software. However, using Smart Notebook for the
same presentations has some additional affordances.
As an Interactive Review Game:
Certainly the software program gives the user
(teacher) many additional affordances that other presentation software does
not. However, how can that be used to benefit the learner? All of the
affordances listed in the presentation can also be applied to increase student
interactivity.
As an Assessment:
Typing various forms of assessments (worksheets,
quizzes, tests, etc.) from scratch can become time consuming. In the past I
have used Microsoft Word as my main software tool to create assessment
documents.
Learning Theories Exhibited:
One of the main reasons for using Smart
technologies in the classroom is that it is said to increase student
motivation, leading to better student learning. That was the reason I took
interest in this project. While designing the project I kept several theories
in mind.
Arnone’s Curiosity Theory model describes how personal, situational, and contextual factors affect a learner’s curiosity.
The model further demonstrates how curiosity develops into student interest,
which leads into increased learner engagement. Three types of engagement are
broken down: cognitive, affective, and participative.
Arnone’s Curiosity Theory model describes how personal, situational, and contextual factors affect a learner’s curiosity.
The model further demonstrates how curiosity develops into student interest,
which leads into increased learner engagement. Three types of engagement are
broken down: cognitive, affective, and participative.
Engagement is a critical key that can lead the
learner into deeper levels of learning as stated in the Blooms Taxonomy model.
Malone’s Motivational Theory identified four factors influencing motivation: challenge, curiosity, control, and fantasy.
Keller’s ARCS Motivation Theory suggests four design criteria’s to increase motivation:
attention, relevance, confidence, confidence, and satisfaction (Alessi, 2001).
Designing Smart lesson presentations with these theories in mind could prove
either the theories or success of the technology.
Ertan’s
Theory of Multiple Intelligences explains how learners learn in various ways (audio, visual, textural,
and kinesthetic) at various speeds. Since Smart seemed to be so universal and
dynamic, it provides teachers methods to address multiple learning styles and
abilities combined in the same classroom.
Information Design Theories applied:
Several information design theories influenced
the creation of the lessons. What makes any new information technology
attractive and successful is its simplicity and interactivity.
It is expected that there will be an initial
learning curve that must be overcome in order to fully understand how to use
the technology. It will be different for the students, since they do not
normally receive lessons on Smart Board in my classroom. Students will likely
be engaged at a typical (normal) level and faintly show more engagement and
pleasure when interacting with the technology. I do not necessarily believe
that Smart technology will improve student learning, however that will not be
assessed. It would be difficult to measure significant impacts that the
technology has on individual students as well as the class as a whole. I do not
expect to see any noteworthy differences in how student behave towards the
material. I suspect that three presentations will be too short of a period to
witness any changes in the students, but additional time would have impacts.
I foresee students as not being additionally
motivated or interested in the content based on the technology medium that it
is taught through. I believe that the teacher is the key to inspiring learners
and that the teacher is what makes a difference; not the technology.
Findings
General Findings:
When presenting in the computer lab with a Smart
Board I found students to laughed at the fact I did not know how to use it. The
students had more experience with it than I did from other classes. This lack
of experience I felt made me look as though I was less credible as a teacher.
The students not only look to use current technology, but to the instructors
who should be confident and capable of using it. My lack of experience showed
and those illiteracies distracted the students from best learning the content,
which made me wonder if I was better off not using it at all.
Hitting the Standards:
Although more trials would have to be done, I
did not see the use of a Smart Board or Smart Notebook to significantly
increase student performance, motivation, or engagement. The game did produce
some excellent participation and excitement when played, however most
activities alike usually do. Students are generally more motivated with during
a competition type activity where some sort of external reward is placed (even
if it is not a tangible reward). Therefore it is not known whether or not the
use of the Smart technologies actually increased the students’ motivation. It
did work well producing a lot of interactivity within the classroom. There was
a lot of dialog between students and the teacher, as well as through the
technology.
Smart technologies such as Smart Board and Smart
Notebook can help at addressing learning standards because it is another tool
or medium that information is passed through. It can help educators teach
content by providing a way of presenting more visuals. It also gives students
more opportunities to engage by actively participating and manipulating content
rather than being restricted to being an observer only. This is evident when
students approach the Smart Board to answer questions. Because of its
popularity and relativity students may also respond better to instruction when
Smart Technologies are used correctly.
The Presentation
The development of the presentation material was
easy and straight forward. Smart camera capture tool made importing images from
webpage’s easy. The hardest thing was to find and sort through the material on
the internet.
To improve the overall presentation experience,
Smart Notebook presentations are best taught using a Smart Board. This allows
the teacher to remain at the front of the classroom, and to right notes as they
go (manipulating the content). Even the presentation material can and should be
made to be interactive. At the end of the presentation, a matching quiz was set
up to allow for a student to come forward and use the Smart Board.
The Interactive Review Game
The Answer is Right was made as a template for
any classroom teacher to use as a review game with their class. It is available
through Smart Exchange. All a teacher needs to do is implant their questions
and answers. The rewards (currently point system) can also be modified.
Teachers can choose any reward they want for each of the games. Examples of
other rewards may be winning a homework pass, extra points on a test, or
tangible items.
Once the game was produced, the content had to
be put into it for the review game. I had trouble coming up with enough
questions from one unit for the entire game. The game requires about 50
questions minimum, so it is better for a larger review such as for a midterm or
final. However, teachers could choose to play only one of the sub-games for
their review.
The use of Assessments
Smart Notebook can be used to create test,
quizzes, worksheets, or other types of student evaluations. It is easier to
work with images because they are more manipulative and have less restrictions
than in Microsoft Word. Sometime it is a challenge to set up MS Word so that
the text and images align the way you want them too if the user has limited
experience using the program. Smart Notebook was quick and easy to learn and
allowed for good image alteration.
Komentar terkait Jurnal
SMART
TECHNOLOGIES IN A TECHNOLOGY CLASSROOM.
Keberadaan
dan pemanfaatan teknologi informasi (dan komputer) terbukti sangat menunjang
kegiatan di SMA Walisongo Sragen. Kegiatan tersebut diantara adalah kegiatan
belajar mengajar (KBM), praktek mata pelajaran TIK, penerimaan peserta didik
baru berbasis online, integrasi nilai ulangan harian, tugas, Ulangan Tengah
Semester (UTS), Ulangan Akhir Semester
(UAS) menjadi nilai raport, data base seluruh dokumen dan koordinasi
kedinasan (dapodik dll).
Lebih mengerucut pada KBM, di sekolah kami TIK
sangat terasa manfaatnya. Kami setuju dengan apa yang disampaikan oleh penulis
dalam jurnal bahwa teknologi informasi dapat meningkatkan minat dan antusiasme
siswa dalam pembelajaran. Kenyataan yang terjadi di lapangan, adalah anak
cenderung lebih senang penyampaian materi menggunakan Power Point dibanding
mengacu buku panduan. Penyampaian menggunakan power point cenderung lebih dapat
bervariasi materinya serta dapat menyesuaikan materi yang dibutuhkan dengan
menambah dan mengurangi dengan mencari source
dari internet.
Selain itu, pembelajaran dengan metode video
lebih mengena dibanding dengan alat bantu buku panduan. Hal tersebut diketahui
dari hasil evaluasi yang dilakukan oleh guru bahasa inggris terhadap materi
yang diujikan. Dugaan yang mengemuka adalah pembelajaran dengan memanfaatkan
audio video melibatkan lebih banyak panca indera dengan melihat, mendengar dan
merasakan materi dibanding pembelajaran yang mengacu pada buku panduan. Dengan
demikian, kapasitas penyerapan materi tentu menjadi lebih besar.
Selaras dengan apa yang disampaikan penulis
jurnal, bahwa pemanfaatan TIK belum benar-benar dapat dilakukan oleh semua
guru. Mengingat usia pendidik di Indonesia yang beragam. Di sekolah kami,
pendidik rata-rata berusia muda, namun itu juga tidak menggaransi bahwa semua
pendidik mahir memanfaatkan TIK. Kemahiran penggunaan alat TIK tersebut
berbanding lurus dengan semangat pemanfaatannya. Persis seperti yang
disampaikan oleh penulis di akhir tulisannya, bahwa respon negatif siswa
terhadap guru yang kurang mahir memanfaatkan TIK, seringkali membuat guru
tersebut minder. Kemudian membuat guru tersebut menjadi malas untuk
menggunakannya kembali.
Dalam jurnal tersebut dijelaskan beragam cara
untuk memanfaatkan TIK. Mulai dari sebagai alat untuk mempermudah penyampaian
materi, menggunakan game/permainan, sarana penilaian dan pemanfaatan lainnya.
Khusus untuk menggunakan game/permainan, menurut pengamatan kami, hal tersebut
belum diterapkan di banyak sekolah di Kabupaten Sragen. Di sekolah kami, bahkan
penerapannya masih 0%. Bentuk game/permainan dalam pembelajaran 100 %
diterapkan dengan cara yang manual. Selanjutnya, ide dari jurnal ini bisa
disampaikan kepada pihak kurikulum untuk dapat disetujui sebagai salah satu
program sekolah.
Konten jurnal ini sangat menarik dan
komprehensif. Banyak data-data yang fresh
bagi kami. Apabila layak disampaikan,
hal yang membuat tulisan ini sedikit menurunkan antusiasme membacanya adalah,
pengakuan bahwa sebenarnya penulis kurang menguasai pemanfaatan TIK, sehingga
menurunkan semangat penulis sendiri dalam menerapkan TIK. Bagi kami, hal
tersebut bisa mempengaruhi keputusan riset penulis, sehingga memungkin terjadi
bias keputusan.
Secara umum, jurnal ini layak menjadi acuan
sekolah yang ingin meningkatkan performanya, terutama dalam hal pemanfaatan TIK
di satuan pendidikannya. Sehingga diharapkan pembelajaran menjadi semakin
menarik dan menyenangkan. Tujuan akhirnya, penyerapan materi siswa menjadi
lebih tinggi.
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