Monday, January 25, 2010

Am Lit // Comp




Richard Wright

We will be reading:


The Man Who Was Almost a Man

Study Packet 

Story board rubric


In this short reading, you will read the story and packet. You will be asked to do a genre-level analysis with the concepts we have been using for the last few months. The key to this assignment is in the creation of a time line of the story and the creation of points of causation. In this assignment you should identify each of the following:
  • Setting
  • Mood
  • Point of View
  • Central Conflict
  • Protagonist
  • Antagonist
  • Inciting Cause
  • Climax
  • Resolution
Along with these, you should give examples of these literary devices and how they are employed and explain their effect on the plot, the characters, and the reader.
  • foreshadow
  • flashback
  • suspense
  • irony
  • symbolism
Theme:
  1. What statement is the author making in this story about human nature  and/or society in general?
  2. How do events in the story prove or support your statement you mentioned in 1.?

Our schedule:

2 weeks out
Am Lit
Comp
Monday
Almosta Man
Syllabus // Almosta Man // Voice
Tuesday
Notes//annotation// Focus
Syllabus Quiz // Annotation
Wednesday
Packet // Time Line
Lit Notes//  Focus Question--Terms// Timeline
Thursday
Quiz
Draft 1 due // Writer’s Workshop
Friday
Time Line Due// ILP Summative// Paper due Monday
Revision Memo Due //draft 2
Monday
Paper due -- Read A Louds--Voice THREAD


Present // Voice Thread
Tuesday
Huck Finn Intro / / Packets
Present//Voice Thread
Wednesday
Chapters 1-5
Success Plan // draft
Thursday
Chapters 6-10
Writer’s Workshop
Friday
Chapters 11-15
Draft 2 due


ILP - You need to get your 3-story compare contrast summative project to the in-basket.


Friday, January 22, 2010

EDC 533/ 310 Learning & Dev in Ed Settings


Review:
Going to the Jungle Jumble  -- TO chunking, miller, simon, and that research on memory.
Cooperation and distributed memory -- the memory outside of our heads.
What do we actually need to learn and what can we look up.
Read the Jean Anyon article in your infinite time.

Read Dubbels Article on Social Learning
Testing and differentiated instruction.
Formal and informal instruction
Learning Autobiographies.

We will be finishing the Learning Autobiographies next week
This will include an assessment activity that includes review of the rubric
Clapping academy
Discussion of criteria and excellence
Quiz on chapters 1-3 -- you will need a personal computer or cell phone with texting capability
Discussion of wiki
Presentation of chapters 4 and 5
Arrangement of future chapter presentations
Observational techniques and arrangements


Make sure you consider how you will assess and evaluate your workshop on chapters 4 and 5

Tuesday, January 19, 2010

Meeting Two -- Making Stuff Up



Review Class Session 1


Preview Class Session 2
Major topics include:
*Analog  Multi-player game
  • Teaming
  • Creation of our game
  • Roles, Rules, Tools, Contexts, Win-state
*Beginning Building
*Opening SketchUp
*Making your first drawing




Action
Identity and domains in the metaverse
Creation of Teams


Summarize

Wednesday, January 13, 2010

Am Lit // BAV


Reflections

Reflections from the story board are still due.

Have them in by Tuesday

Please use this link for a checklist. 

For those of you who are missing the complex sentences packet that went long with the STYLE section on Sonny's Blues, you can get it HERE. 



Board Games are due for Syllabus Students on Tuesday.

We will plan on conferencing this week and going over missing work.

Tuesday, January 12, 2010

Metaverse Graphic Design 1 DGIM 2500


Next week,


                  Buy the texts for the class:
                                Google SketchUp Cookbook, O'Reilly
                                ISBN 978-0-596-15511-7

                               Google SketchUp for Site Design
                               ISBN 978-0-470-345244-2
  1. be prepared by having watched and practiced using these tutorials -- make sure you have have covered the beginners' fare.
  2. Differences between games, models, simulations, and virtual worlds
  3. Play analog multiplayer game
  4. form teams for client and production
  5. go over syllabus and co-create rubrics, criteria, scheduling, and checklists
  6. virtual tours through architecture in PS3 games
  7. begin sketchUp

What we covered in the first class:

What is virtual -- almost
What is a World -- beliefs, perceptions, existence, imagination, people, environment, atmosphere, area, time, surroundings, interaction, memory, container of objects, self, place, IT -- THAT.

Measurement -- You should assess, measure and evaluate your environment. This is what will make your work stand above the rest. Data talks -- no need for sales talks.

Barbell Factory was an example of this. Student comments.

Tools, toys, pivots, activity theory


 Play provides a transitional
stage in this direction whenever an object (for example a stick) becomes a
pivot for severing meaning of horse from a real horse. The child cannot yet
detach thought from object. (Vygotsky, 1976, p 97).
Thus play seems essential to development, and the role of the pivot ( a toy, representation, or even a game) is important in aiding that early childhood development, where children may move from recognitive play to symbolic and imaginative play, i.e. the child may play with a phone the way it is supposed to be used to show they can use it (recognitive), and in symbolic or imaginative play, they may pretend a banana is the phone. This is an important step since representation and abstraction are essential in learning language, especially print and alphabetical systems for reading and other discourse. There are as many types of play as there are people and cultures. A few types to consider are:
• Recognitive, or Mastery play – learning how to use objects
• Creative play – playing with aesthetics
• Deep play – learning about risk and danger
• Recapitulative play – den building, hiding, climbing
• Dressing up – experimenting with identity
• Rough and tumble play – testing your own strength
For this reason play and gaming, structured forms of play, may be reasonable predictors for comprehension and problem solving. In play, we create models; try on roles; and experience the world in the safety of play. Play may also expand comprehension in surprising ways, but often activities involving play are seen as non-academic—therefore non-educational, lacking rigor and thus, not really learning (Dubbels, submitted).

Friday, January 8, 2010

Learning and Development in an Educational Setting




7 class meetings
1/8/10    Ice breaker -- Do not underestimate your ability to learn --- proved example of mnemonics Ericsson, K. A., & Kintsch, W. (1995) and Millers magic number 7 (1950) through chunking Chase and Simon (1973).

Changed the format of the room to group setting -- circled the wagons
Salon: What is the difference between learning and education?
education is learning with intent
leanring is always happening
when you stop learning you start dying

Activity Theory  -- an object can educate as it instructs in use through design as the user works towards use to a goal.

Barbell Factory  -- Any activity in the classroom is measurable and worthy of research.

What methods can we use -- many.
Yoga Stretch

Next meetings.:

1/22/10  Friday 6 -10

Chapter 1, 2, & 3 Read
Learning Autobiography
Team presentation chapter three -- David, Katie, Jenny Allie
Please post your autobiography on google docs and do the peer review.
Turn in the peer review sheet with the final copy.

1/29/10

Chapters 4 and 5 presentations -- 4 Erin and Emily  /  5 Karla, Randy, Katy, & Debbie
Field Methods Instruction Overview

2/12/10

Chapters 6 and 7 Elie, Becky , Amy, and Melissa // James, Meggie, Allison, Chris