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DIIGO BOOKMARKING

Katie Hartnett

Diigo is a multi-tool for personal knowledge management dramatically improve your workflow and productivity easy and intuitive, yet versatile and powerful

Source : "About Diigo." Diigo. N.p., 2013. Web. 06 Nov. 2013. <https://www.diigo.com/about>

HOW STUDENTS WILL LEARN DIIGO


Within a class period, as a group we will make a class Diigo group. I will provide the class with a user name and password that will be used by each student. Next I will spend a chunk of class on the overhead showing them the basics of Diigo so each student knows enough about the site to be able to use at home.

ASSIGNMENT
Students will receive this handout in class for homework after doing a lesson on this subject:

Homework 11/04/13

As we talked about in class we will be doing our homework on our new learned Website, Diigo!! Assignment Instructions: 1. 2. 3. Use your computer, Ipad or any electronic device that can use the internet and search Diigo.com Log into Diigo using our class account Username: Hartnett02 Password: learning Go to the My Groups tab at the top of the site and select Ms. Katies Second Grade group. In the group you will find our first Diigo homework lesson! A fun game called Math Baseball will appear when you click on the link provided. Make sure when you begin to play that addition is selected, continuing on from our lesson today in class, this will help you get more practice! After completing a few games and you feel comfortable with your addition, make a comment in the Diigo group about your favorite part of Math Baseball and be sure to sign your name, this is how you will be graded and this way all your friends can see what you think! Keep score and bring your best game results to class tomorrow. Good Luck!! https://groups.diigo.com/group/ms-katies-second-grade-class

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STANDARDS FOR TEACHERS

1. Facilitate and Inspire Student Learning and Creativity

Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. a. Promote, support, and model creative and innovative thinking and inventiveness b. Engage students in exploring real-world issues and solving authentic problems using digital tools and resources c. Promote student reflection using collaborative tools to reveal and clarify students conceptual understanding and thinking , planning, and creative processes d. Model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments 2. Design and Develop Digital Age Learning Experiences and Assessments Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETSS. a. Design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity b. Develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress c. Customize and personalize learning activities to address students diverse learning styles, working strategies, and abilities using digital tools and resources d. Provide students with multiple and varied formative and summative assessments aligned with content and technology standards and use resulting data to inform learning and teaching

5. Productivity and Professional Practice Teachers use technology to enhance their productivity and professional practice. Teachers: a. use technology resources to engage in ongoing professional development and lifelong learning. b. continually evaluate and reect on professional practice to make informed decisions regarding the use of technology in support of student learning. c. apply technology to increase productivity. d. use technology to communicate and collaborate with peers, parents, and the larger community in order to nurture student learning. Source: http://www.iste.org/standards/standards-for-teachers

STANDARDS FOR STUDENTS

1.Creativity and Innovation Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students:

a.apply existing knowledge to generate new ideas, products, or processes. b.create original works as a means of personal or group expression c. use models and simulations to explore complex systems and issues. d.identify trends and forecast possibilities.

2.Communication and Collaboration Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students:

a.interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media. b.communicate information and ideas effectively to multiple audiences using a variety of media and formats. c.develop cultural understanding and global awareness by engaging with learners of other cultures. d.contribute to project teams to produce original works or solve problems.

3.Research and Information Fluency Students apply digital tools to gather, evaluate, and use information. Students:

a.plan strategies to guide inquiry. b.locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media. c.evaluate and select information sources and digital tools based on the appropriateness to specific tasks. d.process data and report results.

4.Critical Thinking, Problem Solving, and Decision Making Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. Students:

a.identify and define authentic problems and significant questions for investigation. b.plan and manage activities to develop a solution or complete a project. c.collect and analyze data to identify solutions and/or make informed decisions. d.use multiple processes and diverse perspectives to explore alternative solutions.

5.Digital Citizenship Students understand human, cultural, and societal issues related to technology and practice legal and ethical behavior. Students:

a.advocate and practice safe, legal, and responsible use of information and technology. b.exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity. c.demonstrate personal responsibility for lifelong learning. d.exhibit leadership for digital citizenship.

Source : http://www.iste.org/standards/standards-for-students/nets-student-standards-2007

LEARNING OBJECTIVES
Start to get the students used to using Diijo and other online sources that will be useful more in their future and with that lesson Allow students to start working with others online and sharing their ideas Help students with practicing their mathematic skills that were taught in class the day prior Give the students an idea of how lessons will be like once a week

WHAT I LEARNED
How to fully make a lesson plan online Create a Diijo group Create a syllabus for a lesson Communicate with students outside of the classroom How to think for other people

EX: How would a second grader think reading this outline

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