Choose a lesson or activity from the Common Sense website that uses or applies an instructional technology. Choose a model for evaluating instructional technology that you like or believe is more appropriate to assess the effectiveness and/or deficiencies of this lesson or activity.
Write your analysis in the comment section below.
https://www.commonsense.org/education/digital-citizenship/lesson/meet-guts-of-the-digital-citizens
The Triple E model says to consider whether the digital tools enhance learning. Because this particular lesson is geared to kindergarteners, it can be said that the google slide enhance learning, making it accessible to students due to the images of both the slides and the images/music in the youtube video assigned to students.
https://www.commonsense.org/education/digital-citizenship/lesson/reading-news-online
Triple E:
https://www.commonsense.org/education/digital-citizenship/lesson/keeping-games-fun-and-friendly
The ASSURE model, designed for integrating technology into instruction, can effectively assess the “Keeping Games Fun and Friendly” lesson. Let’s break down how each step of the model aligns with the lesson’s evaluation:
Lesson Selected: https://www.commonsense.org/education/digital-citizenship/lesson/password-power-up
This lesson is for 3rd graders and should take about 45 minutes to complete. I selected this lesson because I think it is very important to have strong passwords, especially considering what we have learned in EDU 227 this semester about digital footprint and online privacy.
The objectives for this lesson include:
Objectives:
For this lesson, I used the Triple E Framework in order to assess strengths and weaknesses. This is a good framework to use because it helps instructors determine how the use of technology in a lesson/course is helping to engage students and achieve learning outcomes.
Engagement
Weakness/Recommendation:
Lesson does not include any videos, which could be an easy addition to make the content more engaging.
Enhancement
Weakness/Recommendation:
The integration of Google doc handouts is helpful at achieving learning outcomes, but it is not clear if the documents were hard copies or were digital. One recommendation is to provide solutions to scaffold content. Another is to provide translations (can easily be done on Google translate).
Extension
Weakness/Recommendation:
Provide opportunities for self-paced learning. The information can be put on Nearpod so that students can complete or review the activities at a later time.
The lesson plan I choose to evaluate is: How Technology Makes You Feel
https://www.commonsense.org/education/digital-citizenship/lesson/how-technology-makes-you-feel
I will be using the Triple E:
Engage:
-Students can reflect on how they feel using technology which lets them have critical thinking about feelings towards technology. The activity students do is the Emoji game, which teaches them what to do when they are using technology and don’t feel good about it.
Enhance:
-I feel like it didn’t have any enhancement, they could have added different activities for other students to do or have one-on-one support with a teacher. This would allow the classroom to have differentiation.
Extend:
This lesson creates room for students to be able to go home and practice what they learned. Every time they use technology they can follow the students shown in the lesson. This lesson can also be a real-life experience for learning.
The lesson plan I choose to evaluate is: Safety In My Online Neighborhood.
https://www.commonsense.org/education/digital-citizenship/lesson/safety-in-my-online-neighborhood
I am going to evaluate this lesson plan using the ASSURE model.
(A) Analyze Learners – I don’t know how to check if the teacher analyzed their students. I will have to assume that they did.
(S) State Objective – This was done in the title of the lesson plan.
(S) Select Methods – The methods were selected; the slideshow presentation.
(U) Utilize Media and Materials – Age appropriate video was used in lesson plan along with animations in the slideshow.
(R) Require Learner Participation – The lesson indicates that questions are asked.
(E) Evaluate and Revise – I cannot determine if this lesson plan was revised based on the fact that I do not know if the students were analyzed.
This lesson plan is ok in my opinion. I would revise it based on my students. I might even break up the lesson in two parts.
The lesson is chose from common sense was
https://www.commonsense.org/education/digital-citizenship/lesson/rewarding-relationships.
The reason for choosing this lesson was to challenge myself a bit because I have often chose lower grades and never did grade 10. This lesson applied instructional tech from beginning to end and also hands on experience. The model I chose to analyze this lesson plan is Bloom’s Taxonomy. I really did enjoy dissecting this lesson plan and analyzing it using this model. The 6 key element’s in this model helped me evaluate the effectiveness and deficiencies of this lesson plan.
The “Rewarding Relationships” lesson plan can be assessed using Bloom’s Taxonomy to evaluate its effectiveness and identify potential deficiencies.
Remembering:
Effectiveness:The lesson effectively engages students by prompting them to recall their personal experiences with texting and talking.
Deficiencies : The lesson could benefit from more explicit activities or quizzes to reinforce the retention of key concepts.
Understanding :
Effectiveness: The use of video and discussions helps students explain their thoughts about friendships.
Deficiencies : Incorporating structured opportunities for summarizing information could enhance comprehension.
Applying :
Effectiveness: Students explore resources and complete the Notes Tracker, promoting practical application.
Deficiencies:Role-playing activities could further strengthen this application.
Analyzing:
Effectiveness:Resource exploration encourages comparison and analysis
Deficiencies: Explicit activities like categorizing examples of healthy versus unhealthy relationships would deepen this skill.
Evaluating:
Effectiveness: The lesson prompts students to reflect on their experiences and real life scenarios.
Deficiencies:Incorporating a framework such as the ADDIE model for critiquing scenarios could enhance evaluative skills.
While the optional Part 3 allows students to complicate ideas and explore questions, providing a project that requires designing solutions for promoting healthy relationships would encourage creativity.
Overall, the lesson effectively engages students in understanding and applying concepts, but addressing these areas could lead to a deeper engagement across all levels of Bloom’s Taxonomy.
The lesson I was interested in evaluating and using the Triple E-Framework was Social Media and How You Feel. This lesson interested me because my daughter is in high school and it was interesting to notice how this lesson could help this age group. https://www.commonsense.org/education/digital-citizenship/lesson/social-media-and-how-you-feel
Lesson objectives:
Engage: Students are asked to think and reflect on themselves and how happy they feel using social media. Then they watch a video and are invited to start learning. Useful resources that they learn about are Kahoot, Mentiment and Google Form.
Enhance: Students watch an infographic that discusses “How teens feel that social media helps strengthen friendships, provide emotional support, but can also lead to drama, feeling pressure to post certain types of content.” ,based on research. Students feel equally to the infographic displayed.
Another film about whether social media makes you sick is shown to students. The video makes reference to Snapchat and other social media sites that the majority of them are familiar with.
Extend: Since students use social media on a regular basis, this lesson makes them more aware about the way they use it.
Common Sense lesson: Is Seeing Believing?
Evaluation Tool: Kirkpatrick Model
Level 1: Reaction
Level 2: Learning
Level 3: Behavior
Level 4: Results
Lesson Plan: The Power of Words
Evaluation
tool: Kirkpatrick model. I chose this model because it’s meant to evaluate the
effectiveness of the lesson.
Level 1
Reaction: Measures how students feel about the lesson.
·
Including the video “The Power of Words” helped gain student interest.
·
The use of interactive activities like holding up fingers for emojis and moving across the room for the OK/Not OK line kept students actively involved.
·
It incorporates various teaching methods (visual, auditory, and kinesthetic) to cater to different learning styles.·
We can include a survey to be given at the end of class to gauge reactions and provide insight.
Deficiencies:
·
Not all students will feel comfortable talking about this subject, especially in front of
others.
Level 2
Learning: Measures the increase in knowledge after lesson.
·
At the end of the lesson, students should be able to understand the importance of thinking about the words they use.
·
They should be able to identify ways to respond to mean words online using the S-T-O-P method.
·
They should be able to decide which statements are OK to say online and which are not.
Deficiencies:
·
Some students might not fully understand the concept of empathy or how to apply the S-T-O-P method in real situations.
·
There may be a gap in understanding between learning the concepts and applying them effectively.
Level 3 Behavior: Measures theextent of the behavior and skill improvement and how well they can apply theskills learned on the job.
·
Students will know to begin applying the S-T-O-P method when they encounter mean words online.
·
Students will learn to demonstrate empathy in their online interactions and think carefully about the words they use.
Deficiencies:
· Some students may revert to previous behaviors if not constantly reinforced.
Level 4 Results: Measures the results gained because of attending and participating in the training.
A decrease in cyberbullying incidents or mean online behavior among students.
·
Increased awareness and empathy among students regarding their online interactions.
Deficiencies:
· It might be challenging to directly link the lesson to long-term results without incorporating continuous monitoring and reinforcement.
· External factors outside of the classroom environment will influence the effectiveness of the lesson.
Overall evaluation:
·
The lesson plan appears well-structured, engaging, and relevant.
·
Caters to a variety of learners.
·
There will be a need for follow-up to implement the strategies taught.
Suggestions:
·
Implement periodic reviews to reinforce the lesson.
·
Provide resources for parents to support in applying the lesson at home.
·
Incorporate more personalized feedback to address individual student needs.
· Seek surveys or feedback from parents and other teachers to see if they notice
https://www.commonsense.org/education/digital-citizenship/lesson/meet-guts-of-the-digital-citizens
OBJECTIVES:
Understand what being safe on the internet means.
Reflect on ways to keep their passwords and information safe.
I will be using the Triple E Framework:
Engage: (+)The lesson incorporates a technological tool to engage the students with a fun animated video to teach about internet s⅕afety. There is also a colorful Slide deck to present the lesson.
Enhance:
(+) (+) The sheet provides opportunity to give students feedback on their work and perhaps the need to scaffold if they do not understand.
(+) The sheet allows students to draw and or write what they learned.
(-)no opportunity to discuss with peers or provide another way of students demonstrating their knowledge .
(-) The slides should be more interactive perhaps adding a little quiz or images the students can move to assess understanding
Extension:
(+) A family activity is included for students to carryover skills
(+) Video can be shareable with families too
(+) Materials can be presented in another language
I’m using the Triple E framework to evaluate this lesson.
https://www.commonsense.org/education/digital-citizenship/lesson/meet-heart-of-the-digital-citizens
Grade: k-2
Objectives:
Understand what it means to be respectful and kind to others.
Reflect on how they can be kind online.
Engage: students did feeling check in and were asked questions.
Students watch the meet the digital citizens: heart video.
Enhance:
Students shared their thoughts with classmates
Students were given vocabulary
Students were given handouts to work on in class.
Students color and write sentences.
Extension:
Students were given handouts to do activities at home with a family member.
I will use triple E framework in order to evaluate the lesson https://www.commonsense.org/education/digital-citizenship/lesson/how-technology-makes-you-feel
Objectives:
· Recognize the different kinds of feelings they can have when using technology.
· Know what to do when they don’t have a good feeling when using technology.
Engage: Students watch a short video asking them to reflect about how they would feel when they’ve spent too much time inside on a rainy day. Students can talk and share their thoughts with one another as a group. Then, it transfers into how the use and the amount of use in technology would make them feel.
Enhance: Students are provided with a baseline of feelings. What does the feeling feel like, what are things that can make us feel those feelings. It then allows them to transfer those ideas onto the scenario at hand.
Extend: The lesson can be extended to families to practice ways to pause and think while using technology at home.
https://www.commonsense.org/education/digital-citizenship/lesson/device-free-moments
Objectives:
Engage:
Enhance:
Extension:
https://www.commonsense.org/education/digital-citizenship/lesson/device-free-moments
Objectives:
Engage:
Enhance:
Extension:
I will using the Triple E -Framework to evaluate the lesson on Social Media and How You Feel.
Lesson objectives:
Triple E Framework:
Engage: To invite the students to begin learning, they are prompted to answer a question and one of the following tools are suggested to be used; mentimeter, kahoot, or google form.
Enhance: Students analyze a infographic related to the data on “how teens feel that social media helps strengthen friendships, provide emotional support, but can also lead to drama, feeling pressure to post certain types of content”. The infographic shows positive and negative responses from teens.
Extend: Students engage with social media on day to day basis, so this lesson helps students be more aware of their daily use.
I will use the Triple E model to evaluate the Common Sense lesson Digital Trails for grade 2.
To start the lesson there is a Google Slides presentation with colorful images, kid friendly wording, and a video about following the digital trail. All of these components are engaging. To enhance students’ learning that the information they share online leaves a digital footprint or “trail” they play a game with 2 of the characters, Arms and Heart. Students are to act like detectives at the Digital Citizenship Detective Agency. As a detective, they have been hired to find out as much as possible about Heart and Arms. To extend the lesson there are take home resources. There are family tips, family activities and family engagement resources.
One of my favorite units to do with the fifth graders is the Digital Passport games and lessons. The games reinforce all the concepts being taught. My two favorites are Twalkers and Share Jumpers. These lessons and games reinforce the concepts of limiting time online, being distracted due to multitasking on devices, and oversharing information. I used the Triple E model to evaluate these lessons. Both tools and lessons are engaging and grab the students’ attention. After completing the lessons, the students are able to explain what they learned and how technology and multitasking can be distracting. They are able to extend their learning and create limits for themselves and guidelines for effectively using technology. Share Jumpers illustrates the point of oversharing and private vs public. The lesson and the game are engaging and reinforce the concepts, and can be extended for the students to create guidelines for their online sharing. The educator guide is an excellent resource.
Digital Passport
I think all the lessons from Common Sense are planned accordingly and provide fun, engaging videos and activities to teach the content.
The Lesson I chose “Seeing is Believing” and will use the Triple E Framework to examine the success of this lesson.
You examine the technology within a lesson to see if it extends, enhances, and engages the audience.
Learning Objectives:
This technology used in this lesson:
Triple E Rubric
This lesson’s use of technology is exceptional. This lesson is teaching students about digital literacy. We see lots of things online and students need to be savvy consumers of online media and know what is real and what might not be.
The lesson uses highly engaging photos to introduce the idea that some things we see online might not be real. (Rainbow Lemon) The students learn that media can be altered to persuade the audience. The slide show then continues with even more pictures.
Strength – the visuals extend and enhance the learning of the students. By allowing the students to see the example on a smartboard or screen it also is using the media in the same environment that they would need to evaluate as consumers of digital media.
The next use of tech is the video clips, “How to Change Your Shirt” and “How to Hitchhike” by Zach King. These show illusions create with videography. The students discuss how the videos were altered and to examine the why someone would do this.
Ultimately students understand that Zach King is entertaining us.
Strength -video clips are highly engaging and extend the activity beyond photos. It also allows students to understand that not everything on the internet is there to deceive or cause harm.
Wholistically the lesson reaches beyond the school day and will be something the students can apply on a daily basis as they navigate our over advertised and visual media rich world.
Strength – the technology supports extended thinking and digital and print media literacy making the students a more savvy consumer.
In my opinion this is one of the best lessons from CommonSense.org
I will use The Triple E Framework to evaluate the Common Sense Lesson called Your Rings of Responsibility.https://www.commonsense.org/education/digital-citizenship/lesson/your-rings-of-responsibility
In this lesson, Common Sense has used Google Slides and a video as part of the instructional technology. The slides are engaging. They have colorful images and are focused. There are slides for vocabulary to help enhance the lesson. The video embedded in the slide also provides engagement. It also provides an extension because students are able to see a connection between the rings of responsibility to what they can do in real life. It shows how their actions have consequences which allows students to grasp the content better. Students can use the slides independently to gain an understanding.
However, the children do not get to create using the instructional technology themselves. The tech helps them to understand the material but students are not creating with it. They are creating their own rings of responsibility using paper. The lesson could be enhanced if students could create their own rings of responsibility with Jamboard or Google Slides. The use of tech to help them create would increase the engagement, enhancement and extension of this lesson.
I chose the Common Sense activity “Twalkers”: Digital Passport by Common Sense Education. This activity focused on what it’s like to multitask on a cellphone and consider the benefits of focusing on one task at a time. I used the Gagne’s Nine Events of Instruction Model to evaluate it to see the lessons effectiveness and deficiencies.
1. Gain attention of the students – the activity definitely gains the students attention by having bright colors, music and it is “video game” like. (effective)2. Inform students of the objectives- the activity gives students clear learning objectives and instructions. (effective)3. Stimulate recall of prior learning- the activity uses visuals and motions that are familiar to the students. (effective)4. Present the content- the activity uses only one method to give the students the content. (deficient)5. Provide learning guidance- the activity doesn’t provide any tips or strategies to complete the activity. (deficient)6. Elicit performance (practice)- the activity provides a discussion platform however it doesn’t include any written assignments or presentations. (deficient)7. Provide feedback- the activity does provide feedback at the end of the game. (effective)8. Assess performance- the activity doesn’t provide a way to test the outcome. Through discussion, I would hope that the students would agree to be more focused. (deficient)9. Enhance retention and transfer- the activity connects to real-world applications. (effective)After evaluating the activity, I got 5 out of 9 parts of the model as effective. In my opinion, it is a good tool but it might not be a strong tool to use with students.