Experience Based Lab Introductions
Experience Based Lab Introductions is a strategy I use to get students to start thinking about their prior knowledge and how it can be applied to a problem or challenge. For example, I use the story about Who Polluted the Clark Fork to set the stage for our water filter lab. The story allows students to use their knowledge-base to answer simple questions throughout the story. As the activity continues, I see students' perspectives change as more elements and variables are added to the story. The stories peak students' interest and bring a call to action into a classroom activity. This strategy is embedded in the Conceptual Change Model, where I'm trying to expose students' beliefs, confront and accommodate those beliefs, and then extend the concept to help students move beyond their misconceptions.
Socrative is a Digital Assessment tool I use to conduct formative assessments. For example, during a recent activity I used socrative to assess students' misconceptions or misunderstandings about porosity and permeability when discussing groundwater. The students took the four question quiz and the results were displayed on the board for students and myself to view. From the data I was able to make decisions about my teaching in the next 40 minutes based on the results of the quiz. As a blended learning teacher, I particularly like Socrative as a formative assessment tool because it lets me choose how I my students will be assessed. I can choose to have them do it self-paced, to give instant feedback, or to guide the entire quiz myself. I love the flexibility in this tool and the instant data I receive from it.
It is my goal to help parents and students feel like they are a connected entity in our classroom. To help parents feel connected, I have created a series of videos on our classroom YouTube channel to help parents understand our classroom. The videos describe the procedures in our classroom, what blended learning is, and how we gamify our classroom. Parents also have their own parent portal in Haiku where they can access this information, as well as their students' online course material.
Music is used to transition students at the beginning and end of the class period. Students spend the first four minutes of class logging into their learning management system Haiku and Classcraft account (gamification platform). We have established as a class that all iPads (we are 1:1) should be charged and open during this period of time. This length of time is indicated by a 4:34 minute clip of music. During this time, I take attendance, fill out advanced make-ups, and talk to students who have been absent or have questions.The last three minutes in our class are indicated by transition music. This music lasts 2 minutes. It indicates that students can log out of Haiku, close their apps and their iPads. If students are in the middle of an activity, they wrap-up what they are working on either by saving it as a draft or submitting their assignment. If students close their iPads before the music sounds and have stopped working, they are deducted health points (HP) on Classcraft. I do this because I want students to use every minute for learning as I would if I was using direct instruction in my class.