- Discuss the variety of tools you explored, what you liked or disliked about each one and which one you selected one to continue to reflect on.
- Describe how this creativity tool that you selected might fit into the TPACK model. Specifically, describe the content, pedagogical and technological aspects of some student work that uses the creativity tool you selected.
- Identify other ways that students could use the creativity tool you selected.
- Why is it important to know about and use creativity tools? What do they offer that other tools (i.e., drill and practice, tutorials, instructional games, etc.) do not offer?
The first
tool that I explored was an app for a tablet/iPad. The name of the app is
10,000 SAT words. The application is pretty straightforward in which it has SAT
words that students can study from. My favorite feature of the application is
that you can share the words via Facebook or email. I think that is a great way
for students to build their vocabulary and study for the SAT.
The next
tool that I explored was Instapaper. It is a tool that is used to save and
store articles. These articles can later be access offline for reading. I think this is a great option for teacher to
share articles with students, especially the classrooms that are migrating to
tablets/Apple products. Not only can students access article later but they do
not need internet access. The only qualm about the application is the cost- it
is $3.99. I am sure there are ways around having to pay for the application since school will have a contract with Apple.
Both
of these tools fit into the TPACK model because it brings together a subject
matter and technology.
It is important to know about and use creativity tools in
the classroom because they simply keep the student engaged. Students are
constantly connected to some sort of technology and creativity tools offer relateability
to the learner. Students tend to learn better when the can relate things together
and we live in a technology run environment. Students do not typically have access to the
tutorials and games that are played at school but they have their smart
phones/tablets and are able to access the creativity tools they learned in
school practically 24/7.


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