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Implementation Plan

Below you will find specific notes for implementation, as well as relevant ISTE Standards.

Software and Technology

Both of the microworlds used in these lessons can be run on a wide variety of devices, including Linux devices. 

Angry Birds is often offered for free with the inclusion of advertisements and can be played on both laptops and mobile devices. These games can often be obtained for free from the Amazaon App Store for Android throughout the year and without advertisements. The Android version of the app may be run through an Android emulator such as BlueStacks or through Chrome with the ARC runtime. Rovio will also allow players to play for free online, though the terms of use may change over time.

While Portal 2 may not be available for mobile devices, it can be run on Windows, Mac OSX, or Linux. Valve has also released the game for various gaming platforms, though the Puzzle Maker may not be included with these releases. In 2012 Valve gave away many licenses to teachers to install an educational version of Steam and Portal 2 for developing lessons. Though the company has never made an official statement it seems this initiative has gone by the wayside and is no longer available. Portal 2, including the Puzzle Maker additions, can be purchased for around Five Dollars on sale, or Twenty Dollars retail through Steam.

The educational initiative can be found at Teach with Portals and Learn with Portals, both official websites from the Valve Corporation.

Instructors can run on the Steam platform on relatively low cost computers. Chromebooks may be altered to run Linux, though the experience on most machines will not be optimal unless they use an Intel processor (not Samsung). Please ensure you have the support and permission of your local technology department before making any radical changes.

Materials

Most materials for these lessons are readily available. Consider scheduling time outside for catapult competitions and class contests may even be organized.

For lesson one it will be important to reserve laptops or lab time well in advance and consider booking a extra day to allow for adjustments. Make sure software is approved and installed well ahead of time, as you do not want to loose instructional time.

For Lesson Two decide on your required supply numbers ahead of time and arrange materials prior to class so maximum student time is spend on the design process. Lunch trays or plastic containers work well to distribute materials, and hold projects while they are in progress. You may also choose to use masking tape or hot glue with student supplies, but the instructor knows their class best.

If your school is not equipped with attached ring stands for your slingshot consider using an upside down student desk on top of a larger table. Plush Angry Birds may be purchased from many big box stores for around Ten Dollars, or ordered online. 

Please ensure you have prior administrative support and have warned your colleagues about the possibility of flying fowls down the hallway. 

​ISTE Standards for Technology Coaches

1. Visionary leadership
Technology Coaches inspire and participate in the development and implementation of a shared vision for the comprehensive integration of technology to promote excellence and support transformational change throughout the instructional environment.
a. Contribute to the development, communication, and implementation of a shared vision for the comprehensive use of technology to support a digital-age education for all students

3. Digital age learning environments
Technology coaches create and support effective digital age learning environments to maximize the learning of all students.
a. Model effective classroom management and collaborative learning strategies to maximize teacher and student use of digital tools and resources and access to technology-rich learning environments

5. Digital citizenship
Technology coaches model and promote digital citizenship.
a. Model and promote strategies for achieving equitable access to digital tools and resources and technology-related best practices for all students and teachers

International Society for Technology in Education
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