ricardo robinson workshop

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By: robinsonrd40 (167 month(s) ago)

2nd presenter Ricardo Robinson has new email address: [email protected]

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  INTEGRATING TECHNOLOGY andamp; ACADEMIC CONTENT IN THE AFTERSCHOOL SETTING PINK HOUSE STYLE K-8 Afterschool Tech Time Techmission Conference July 8, 2005 Rev. Christian King, Executive Director PINK HOUSE CTC Charleston, SC 29407

Introducing :Using Computer Games to Make Learning Come Alive Webquests: Teaching Cooperative Learning w/Real Life Applications As Fun Academic Learning Tools: 

Introducing : Using Computer Games to Make Learning Come Alive Webquests: Teaching Cooperative Learning w/Real Life Applications As Fun Academic Learning Tools

Consciously Shaping Learning: 

Consciously Shaping Learning We all want children and young people to develop into caring, responsible, capable adults who can direct their own lives and contribute to their communities. We want them to have choices about what they do, and to make good choices.

How is this achieved in the Afterschool Environment?: 

How is this achieved in the Afterschool Environment? By becoming more thoughtful about what you want children to learn; By being more aware of the environment you create; By being more deliberate in what you do; By choosing which experiences to provide; By deciding what to emphasize; By thinking about what children and young people gain from activities; By planning how to help them learn;


Technology: Opening minds with a new set of keys.

How do you accomplish this challenge?: 

How do you accomplish this challenge? By designing fun and engaging projects and activities that support learning and skill development that involve technology. By utilizing technology to introduce children to new experiences, helping them to build self-confidence and develop decision-making, communication, and work skills, all of which support-formal school learning and personal growth simultaneously

The Key & The Link to enriching learning:: 

The Key andamp; The Link to enriching learning: Have a clear sense of what you want children and young people to get from an activity, then planning to make it happen. Have a sense of he curriculum standards for various grade levels and then focus on academic skills and knowledge that help children and youth succeed in school.

What and How Important? What can you help develop?: 

What and How Important? What can you help develop? Work Habits: understanding directions, being on time, meeting deadlines and due dates, working neatly, following through on responsibilities, planning work time, others…? Communication skills: speaking clearly, talking to a group, leading a group discussion, expressing opinions, expressing disagreement w/out fighting, clear handwriting, knowing more than one language, others…?


Working with others: Working in groups or teams, working with different cultures or backgrounds, being responsible to others, connecting with the community, asking for help, leading a group or team, offering and receiving criticism, others? Working independently: Concentrating working alone, planning time, asking for and using help, finding formation in different ways, self-evaluation, others? Decision making: collecting information, weighing information and forming opinions, expressing opinions, thinking about consequences, evaluating results and outcomes, others…?


Creativity andamp; Thinking: asking questions, explaining thinking, planning activities and projects, showing independence, expressing ideas in different ways, self-evaluation, others? Self andamp; Future: sense of identity, sense of ability to make a future, hope in the future. Afterschool is an opportunity to learn by doing. Use technology to help development, implement and enhance those learning opportunities.


Do not teach computers. Teach children first, Subject matter second, and if appropriate, use the computer as a tool to aid in the teaching/learning process. John Kline


If learning is an act of exploration, then technology equips the learner for the journey of a lifetime

Why use games to Teach? : 

Why use games to Teach? 'PLAYING SHOULD BE FUN! In our great eagerness to teach our children we studiously look for 'educational' toys, games with built-in lessons, books with a 'message.' Often these 'tools' are less interesting and stimulating than the child’s natural curiosity and playfulness. Play is by its very nature educational. And it should be pleasurable. When the fun goes out of play, most often so does the learning.' - Joanne E. Oppenheim (Kids and Play, ch. 1, 1984)

There is nothing puzzling about why games are effective learning tools: 

There is nothing puzzling about why games are effective learning tools Games Engage People Making learning fun motivates students and helps them pay attention and stay focused on the subject.      FUN FUN FUN FUN FUN FUN FUN FUN FUN

Some Card and Board Games that are now computer games: 

Some Card and Board Games that are now computer games Solitaire Hearts Free Cell 21/Black Jack Crazy Eight Old Maid War Concentration Upword Monopoly Scrabble

Begin with the End in Mind: 

Begin with the End in Mind What curriculum standards can be learned from this activity? A 2nd-3rd grader could learn sequential order for Reading, Critical Thinking and Math Awareness

Establishing a Learning Environment :: 

Establishing a Learning Environment : Briefly describe the game, rules and its purpose to the group. Divide the group into multiple segments of maximum participants The Group learns the game through play. When group is proficient with the game-each group competes against the other group. 5. If possible reduce the group to pairs. 6. Have the pairs play the game on the computer. 7. When the pairs are proficient with the game-each pair competes against the other pair. 8.Now students are ready for Independent Computer Play. 9. Develop a Rubric for the game for evaluation and data purpose.


While computers will not replace teachers, teachers who use computers will eventually replace those who don’t. Ray Clifford

What Is a Webquest?: 

What Is a Webquest? A learning opportunity which promotes: critical thinking, cooperative learning, authentic assessment, and technology integration. The previously described card games could be developed into webquest. Webquests are designed to bring together the most effective instructional practice into one integrated student activity.

Student Motivation & Authenticity : 

Student Motivation andamp; Authenticity


You do not have to reinvent the wheel. You are not alone. They won’t hold you hand But pretty close to it. http://www.rtpnet.org - RTPnet is a community network for the communities of the Research Triangle [Park] area in North Carolina, including Raleigh, Durham, Cary, and Chapel Hill. Community Technology Centers' Network (CTCNet) Community Technology Centers' Network (CTCNet) envisions a society in which all people are equitably empowered by technology skills and usage. CTCNet is committed to achieving this end.

Where to Get More Information: 

Where to Get More Information If you desire more information about any of these topics you may contact me at: [email protected] 843-442-6079 Ricardo Robinson 843-556-3486 [email protected]