Jul. 19, 2021

Chapter 11 discusses a number of ways that technology can be used to demonstrate performance assessments and within the reflective process of learning.  Chapter 11 provides a nice outline for how to create your own digital teaching portfolio and how to use digital portfolios with students. Technology makes it easier to distribute and collect survey information that could be used as a reflective tool and how technology can be used to help student discover their weak areas or misconceptions. For this final PLN activity add in one of the following:

Create a list of technology tools for creating digital portfolios, collecting student feedback, or creating assessment rubrics.

Book Creator allows students to combine text, images, audio and video to create portfolios, interactive stories, and reports.

Google Sites Students can use it to create and host their own digital portfolios. The site is simple and easy to use and they can set up their new website within minutes. They can create as many pages as they want, then upload their content, and share with others. Site Help has everything students need to effectively use Google Sites.

Evernote  Students record their thoughts using notes then enhance these notes using things such as photos, audio files, links, and attachments. Evernote provides various organizational features that enable users to effectively organize their work so it can be easily searched and accessed across different devices.

Jul. 16, 2021

Chapter 10 discusses the important issue of student diversity and how teachers must address their diverse learners.  Strategies for how to differentiate instruction using technology and how to incorporate universal design principles into one's teaching are discussed.  For your PLN for this chapter include one of the following:


A discussion of the assistive technologies that your students have used and how these help impact their learning.

E-Books, Audiobooks, and Interactive Books make reading easier.  These three technologies make reading more accessible for students who struggle to make sense of words on a page. Audiobooks allow students to hear sounds of letters and letter patterns that form words, which can increase vocabulary and reading comprehension.  Teachers can use audiobook apps to provide access to school and public library digital collections anytime, anywhere.  Audiobooks are useful tools for students with learning disabilities, beginning readers, and students for whom English is a second language.  With interactive books, publisher can embed multimedia content, like image, audio, video ensuring better engagement with the content.  Digital publishing platforms offer the functionality of collaboration between the teacher and students through the eBooks itself.  Students facing difficulty in understanding concepts can highlight and leave a comment on the eBook that can be addressed by the teacher. 

Jul. 16, 2021

PLN Activity Chapter 9


Chapter 9 provides several strategies for helping students express creativity in their learning.  Today's technology allows for the easy creation of multimedia and anyone can be a producer of multimedia.  As you continue to build on your PLN include an element about how technology can be used to facilitate creativity by completing one of the following:

Reflect on a time when you allowed your students more freedom to be creative when completing an assignment or project in your course. 

 I'm a free spirit, I allow my students multiple opportunities to express themselves personally and academically on a daily  basis.  This may be giving them opportunities to create visual representations of assignments, discuss their learning or create a written account. 

Jul. 16, 2021

Chapter 8 turns your focus to the use of social media as a form of communication and collaboration.  This chapter discusses several ways that teachers might choose to incorporate social media into the classroom including back-channeling, communication, sharing student work, blogging, and using wikis for collaborative learning. For your PLN for this chapter include one of the following items:


Choose a professional social network to follow and place the link of any other professional social networks that you follow within your PLN.

Udemy Academy – Not a professional social network, but an online education center that offers hundreds of affordable classes from Candle Making to Growth Mindset.  I’ve taken several classes through Udemy and have used the knowledge gained in my professional teaching career and classroom.

Jul. 16, 2021

Chapter 7 discusses how technology can help facilitate problem based and inquiry based learning strategies.  Additionally, strategies are discussed to help teachers to evaluate the available educational software, websites, and apps that are currently available.  To help further build your PLN for this chapter please complete one of the following:


Insert your educational programs that you found and evaluated for Chapter 7 PMAD.  Include a link to these tools as well as your review.

Schoolhouse Rock Nouns -- A series of short cartoons (3:00 minutes each) illustrating various songs that teach multiplication tables, grammar, science, American history, computers, economics, and environmentalism.

Khan Academy Summarizing Nonfiction -- Grammarian David Rheinstrom explains the study of language, its rules, and its conventions.  Khan Academy's mission is to provide a free, world-class education for anyone, anywhere.

IXL Which Word is a Noun -- The world's most popular subscription-based learning site for K–12. Used by over 12 million students, IXL provides personalized learning in more than 8,500 topics, covering math, language arts, science, and social studies.

IXL Read Non-fiction Passages about Animals

Storyline Online Snappsy the Alligator -- he SAG-AFTRA Foundation’s Daytime Emmy nominated, Storyline Online, features celebrated actors including Viola Davis, Kristen Bell, Chris Pine, Lily Tomlin, Wanda Sykes, Kevin Costner, James Earl Jones, Betty White and more reading children’s books to inspire a love of literature.

Lexia -- A research-proven, blended learning program that accelerates the development of fundamental literacy skills for students of all abilities in grades pre-K-8. Following a rigorous scope and sequence, lexia provides explicit, systematic instruction through personalized, adaptive learning paths in six areas of reading.


Begin to create a library of educational apps, programs, websites that include short descriptions and reviews.

Grammar aps.  These 20 free English grammar websites, games, lessons, and videos provide children and high school students practice in parts of speech, verb conjugation, proofreading and punctuation.  Some include interactive exercises and quiz students on what they've learned.

Reading Comprehension Aps.  These websites and apps have interactives to help kids learn important reading comprehension skills such as making inferences, summarization, author's purpose.  A few of the sites also help kids learn key story elements - plot, point of view, character development, setting and theme analysis.

World History aps.  These websites have lessons and interactive to help students of all grade levels learn world history.

Share resources that help promote game-based learning or gamification of the classroom.

Mission U.S.  Developed for use by middle school students in the classroom and beyond, Mission US is a deeply-researched, award-winning educational media project with proven positive impact on history learning. To date, more than three million registered users across the country have played and learned from Mission US.

Inkle -- Frankenstein  Dave Morris' Frankenstein is an interactive novel that places you right inside the story, acting as Frankenstein's confidant, guide and conscience. Following and adapting Mary Shelley's original text, Frankenstein is a new reading experience designed from the ground up for mobile devices and written using our inklewriter platform.


A reflection discussing your comfort level with using PBL, IBL, or game-based (gamification) learning.

I’ve always thought learning through play is the best way to learn.  Game-based learning is an extension of this process and though I am uncomfortable with technology, game-based learning is an aspect I will research and get comfortable with as I believe it will help engage my students in their learning process.