Looney, M. D. (2005). Integrating multiple technologies in project-based learning: An implementation model for effectively introducing various technology tools within a project-based course. Instructional Technology Monographs 2 (1). Retrieved <insert date>, from http://projects.coe.uga.edu/itm/archives/spring2005/looney.htm

 

Integrating Multiple Technologies In Project-Based Learning:

An Implementation Model for Effectively Introducing Various

Technology Tools Within A Project-Based Course

 

by

M. Dean Looney
University of Georgia

 

Abstract

In an era in which learners have ever-increasing means of information acquisition, more attention is focused on technology applications that support active, student-centered learning. Effective technology integration, in which computers and other technologies reorganize the learning environment, is a process requiring continuous refinement. This study seeks to examine the most effective practices in incorporating multiple technologies within a content theme for students new to a project-based learning course. A result of this study is a flexible model by which sixth grade students learn and apply several technology tools within a unified academic content theme. The technology integration is transparent and content knowledge is extended.

 

 

Literature Review Methods Results and Discussion Conclusions References

 

Introduction

Today’s learners live in an era of increasing choices of media and the means of acquiring information. Emerging and upgraded technologies promise improved tools to manage and manipulate multimedia, information, and data. Traditional classroom delivery models, in which teachers are the primary dispensers of knowledge, are still largely employed. The potential for technology to help people learn much more than objective facts or rules had been largely ignored in classrooms until the early 21 st Century (Winn & Synder, 2001).

In the past decade, however, more attention has been focused on diverse technology applications that support active, student-centered learning. Learners collaborate as they engage in self-directed tasks that require critical thinking, problem solving, or meaningful knowledge integration (Hannafin, Hall, Land, & Hill, 1997). The use of technology for teaching and learning continues to evolve from computer-assisted drill and practice instruction to highly interactive multimedia learning environments.

Computers are more than just tools for acquiring content or skill more efficiently. Technology makes it possible to create complex learning environments that enhance the learning process (Pea, 1985). Effective technology integration, in which computers and other technologies reorganize the learning environment, should be viewed as a process rather than an approach (Becker, 1994; Hadley & Sheingold, 1993).

In developing and implementing a semester-long connections course for middle school learners, Creative Research Experiences And Technology Exploration (CREATE), which I started in 2001, my teaching team has grown to comprehend the potential for technology to help students construct meaning for themselves. A connections course is a specialty course designed to extend students’ learning beyond their four core academic courses: Language Arts, Mathematics, Science, and Social Studies. I built my course on constructivist-based activities in which learners have opportunities to perform and learn in multiple modalities and across multiple domains.

To best serve my students in grades 6 through 8, I have embraced certain delivery models, such as project-based learning and the Six C’s of Motivation (Campbell, Flageolle, Griffith & Wojcik, 2002; Wang & Han, 2001). CREATE, which originated at Dacula Middle School, employs constructivist, learner-centered projects, in which students apply various technology tools to extend their learning and knowledge in Digital and Media arts, Geography, History, Science, and the Language Arts. Students use presentation technologies to share the results of their studies and investigations.

I design projects that attempt to address real-world scenarios, provide for student choice and flexibility, and find harbor within a desired range between sufficient challenge and opportunity for student mastery. I am a facilitator who strives to create collaborative learning opportunities that address established standards, my district’s Academic Knowledge and Skills (AKS), while maintaining a focus on student mastery, not grades.

The projects for my CREATE students incorporate various technology tools, software, and Internet-based programs. My learners seek and apply knowledge across two platforms, Apple MacIntosh and Microsoft Windows. As I research project content for my learning activities, I continuously seek practical answers to two critical questions: "What is working best in today’s multimedia classrooms?" and "What technologies available to me will best serve my middle school learners?"

As students progress through my program from sixth to eighth grade, they begin to acquire the AKSs that allow them to move beyond my published project expectations to higher learning levels. I am comfortable with that, and I encourage students to push themselves as far as their knowledge will take them. To ultimately reach that desired level, the students must begin by applying basic skills using the technology tools available to them.

As with all classes, my sixth grade students arrive at CREATE with varying degrees of abilities and experiences using technology tools. I believe it is important to expose them to the tools available to them and create opportunities for them to realize the possibilities for using those tools. They learn best by applying those tools within a meaningful context. Therein lies a challenge.

In years past, I have created a sixth grade project, typically eight days in length, designed to give students hands-on exposure to many of the tools available to them. I’ve developed a storyline, or theme, by which the use of these tools can be interconnected.

One project, “CREATE of the Caribbean,” was connected content-wise to the Caribbean region. Another project, “The Seven Voyages of Captain Oway,” focused on a mythical sea explorer who sails to explore the world’s seven continents. The projects achieved my goal of having the sixth graders learn and apply six or seven different tools, primarily software applications, on Windows-based personal computers, including digital cameras, Excel, Word, Publisher, Netscape Composer, and Inspiration, among others.

During post-project written reflections and feedback, some students reported the structure of these projects to be somewhat disjointed. Such comments did not surprise me. Despite my attempts to seamlessly weave these applications within a motivating content theme, the design appeared to be somewhat linear and methodical. My attempt to incorporate several technology tools perhaps appeared too forceful.

Purpose of the Study

I propose to examine the education/instructional technologist profession’s best practices in incorporating multiple technologies within a content theme for beginning technology students. The purpose of this study is to develop a flexible model by which future CREATE sixth grade students will learn and apply several technology tools within a unified content theme in ways that extend learning and are not disjointed. The implementation of this model will serve as a treatment. The study will also discuss ways to implement a model designed to integrate multiple technologies into a project-based learning format.

Research Questions

This study will address the following research questions:

  • How are student attitudes, behaviors, and knowledge influenced when a multiple tools are used in conjunction with different software or Internet-based programs?
  • How are student behaviors and knowledge influenced when some students work with one particular technology tool while other students in their group work with a different technology tool, during a project designed around a common theme?
  • What are the effects on student behaviors and knowledge when some students work individually on a computer during particular sections of a project while others collaborate in small groups, versus all working individually on the computers?
Assumptions

The first assumption is that multimedia programs like CREATE, in which the teachers and students have access to various technologies on a regular basis, will continue to exist and expand. The second assumption is that most sixth grade students will enter a public school multimedia technology program at an introductory or beginner’s level, in terms of familiarity with the school’s technology offerings. The third assumption is that the participants will be present on a regular basis during the study’s implementation and will not move or have excessive absences.

Limitations

This study is being conducted with middle school students. Its findings may or may not apply to students in the elementary or high school grade levels. The student participants in this study are identified as gifted. This wholly gifted population within a single classroom is not typical of most middle school connections courses.

Importance of the Study

The International Society for Technology in Education (ISTE) has developed National Educational Technology Standards (NETS) for students in grades 6 through 8. ITSE developed these standards in partnership with a several organizations and educators across the United States (see, Appendix A). As a teacher who directs a multimedia curriculum-connected extensions program based on constructivist theories, I view the ITSE standards as a guide for what my middle school students should be able to experience during the three semesters they take my course.

My students should have meaningful opportunities to demonstrate and perform these national educational technology standards. Students need to use content-specific tools, software, and simulations, to support their learning and research. They need to be able to apply productivity and multimedia tools and peripherals to support their personal productivity, group collaboration and learning throughout the curriculum. Today’s students need to select and use appropriate tools and technology resources to accomplish a variety of tasks and to solve problems. It is important that students design, develop, publish, and present products using technology resources that communicate curriculum concepts to audiences.

The results of this study will present a model for other teachers who recognize the importance of these goals and who desire to effectively introduce a myriad of technologies now available to their beginning technology students.

 

Literature Review

Introduction

The literature reviewed focuses on ways in which technology can be effectively infused into curriculum and instruction. The literature presents a variety of strategies, pedagogical approaches, and theories. This chapter will focus on teaching strategies supported by existing literature, which fall into certain theoretical categories. In reviewing the literature, I sought the education/instructional technologist profession’s best practices in integrating multiple technologies into a project-based learning format.

The Project-Based Learning (PBL) theory centers on constructivist approaches to teaching and learning. The teacher strives to help all learners acquire higher-level skills that allow them to more readily analyze, make decisions, and solve "real-world" problems (Newby, Stepich, Lehman, & Russell, 2000). The learner, supported by the teacher-facilitator, constructs meaning while engaged in collaborative projects, which require reflection and sharing with other learners. Most often during PBL, real-world problems or questions serve to organize the student-centered learning activities. These activities result in products or artifacts (Blumenfeld, Soloway, Marx, Krajcik, Guzdial, and Palinccesar, 1991).

The integration of technologies into a PBL-based course is increasingly important. Technology integration may be defined as using computers and related peripherals effectively and efficiently in the general content areas to enable students to learn how to apply computer skills in meaningful ways. Technology integration organizes the goals of curriculum and technology into a coordinated, harmonious whole (Dockstander, 1999). During the past decade, the technology options accessible to students have increased dramatically. Students who had little success with traditional instructional methods show an increased level of interest when learning with technology (Wetzel & Zambo, 1996).

Multimedia is not limited to computers, but is commonly delivered to users via personal computers. When students use interactive multimedia within a PBL context, a dynamic learning experience for students can occur. The use of multimedia, possible through the integration of computers, software, and other technologies, encourages learners to explore topics in more depth (Howell & Silvey, 1998). Using multimedia enhances learning on criteria such as content acquisition, skill development, learning efficiency, and satisfaction with instruction (Falk & Carlson, 1991). Instructors can use the interactive and dynamic potential of the World Wide Web to promote critical and active thinking (McKeachie, 1999).

Certain philosophical perspectives may aid in framing the context of CREATE, my PBL-based course. First, learners are active in constructing their own knowledge. The interests of these learners often guide how the curriculum is developed and designed. Many projects within the CREATE course are designed so that students integrate and apply multiple technology tools to develop a product, which they share with others using presentation tools. This format encourages a learning community. Teacher-researchers involved in technology integration have discovered the value of an “ongoing exchange” between teacher and students of ideas, learning highlights, and “unexpected things that worked” (Wright, 1998).

Characteristics of Effective Technology Integration

Certain descriptive themes emerge in examining the elements most common to effective technology integration. Two British educational organizations, the British Education Communications and Technology Agency (BECTa), and the Developmentally Appropriate Technology for Early Childhood (DATEC) developed criteria for age-appropriate uses of technology. DATEC guidelines published in 2002 suggest that when integrating technology within the classroom and curriculum, certain conditions should exist:

  • The application should be transparent and intuitive to the user.
  • The learner should be in control of the technology.
  • Software selections should exclude violence and stereotyping.
  • The application should encourage collaboration and play.

It is important to select technology that aligns with standards. Technology is effectively integrated into instruction when the skills and knowledge introduced with the technology applications align with curriculum content standards, such as Gwinnett County’s Academic Knowledge and Skills (AKS). The teachers who effectively integrate technology become curriculum developers. Means & Olson (1997), in a qualitative analysis of nine case studies of schools where technology was used to conduct inquiry-based learning, report that successful technology integration involves teachers reshaping their curriculum. In deciding which technologies will best support learning, teachers will systematically pose questions, examining when it is appropriate and useful to integrate technology, and when it is not (Pope & Golub, 2000).

Key questions for teachers to ask themselves as they reorganize curricula in terms of the technology application(s) they have selected include:

  • What does the technology offer students in terms of developing concepts and content?
  • How does it help students to carry out inquiry processes?
  • How will students work together collaboratively or cooperatively?
  • What is the relationship between technology and other instructional materials?
  • What new knowledge of my content or discipline, teaching, or of technology do I need in order to foster new learning in my students?
  • What knowledge processes, and skills do students need before using the technology? (Means & Olsen, 1997)

Students need training in how the technology tools work if they are to be able to use those tools to learn the curriculum content. Technology is effectively integrated when teachers enable their learners to acquire proficiency with a technology application before beginning a content standards-based project. Providing a “practice window” when using specific software can help students better understand concepts (Heller, 1991).

The teacher-facilitator needs to prepare and reflect on which technologies will best support learning. Teachers need time to design, experiment with, and receive feedback from students and colleagues regarding the strengths and weaknesses of challenging, complex lessons involving technology (Means & Olson, 1997). Offering staff development, paid planning opportunities, and creating windows of time during the workday for teachers to develop projects incorporating multiple technologies is important to the process of effective technology integration.

The least successful technology projects are those in which teachers are dependent on resources to which they do not have easy access and are beyond their abilities to teach. Teachers should develop detailed plans for integrating technology using the resources available to them. In a study of 118 recipients of technology innovation grants, Zhao, Pugh, Sheldon, and Byers (2001) discovered that teachers who successfully implemented innovative technology-infused projects met five conditions. Specifically, the teachers:

  • Knew whether the technology application they wished to use required additional equipment, Internet and network connections, and software to work effectively.
  • Knew how to use to applications they selected and had access to the additional resources.
  • Had access to timely technical guidance.
  • Used technology applications consistent with their own teaching practice and delivery style, the school culture (individualistic or collaborative), and their district’s curricular goals.
  • Had colleagues willing to support and mentor them as they implemented their technology-infused projects.

One successful method to accommodate conditions to successful technology integration is described in a three-stage plan. A staff development plan for high school teachers was designed to accommodate both experienced technology users and beginners (Manuel & Norman, 1992). The first stage was a one-day Technology Fair, in which various technologies were introduced to the learners. The exhibits allowed learners to see how certain technologies work, explore possible applications, and view products created by those technologies. A questionnaire was distributed to learners to ascertain their interest in the technologies they explored.

The second stage, a Technology Day, was designed to give the students hands-on experience with the technologies or programs of their choice. Extra facilitators, experienced with the technologies, assisted learners working with various programs. The third stage, a Technology Week event, provided the learners with an opportunity to explore a particular technology in more depth and learn how to integrate various technologies into future projects.

Instructional Delivery Models

This section discusses some of the accepted models for integrating multiple technologies into instructional design. Characteristics of the models discussed include relating skills to content, using multimedia as both a teaching tool and a learning tool, and using technology to support, rather than direct, the learning process.

Eisenberg & Johnson (1996) suggest that there are two requirements for developing a model for effective integration of technology skills. First, the skill must relate directly to the content area and to the classroom assignments. The second requirement is that the skill itself needs to be tied together in a systematic and logical model of instruction.

Accepted models for incorporating multimedia into instructional design fall into two categories. One category involves using multimedia as a tool for teaching concepts. Another category focuses on using multimedia as a tool for self-directed student learning. Falk & Carlson (1992) define Model T (employing multimedia as a teaching tool) as when the instructor selects specific aspects of an application to enhance the presentation or coverage of a particular topic. The instructor uses multimedia as a teaching tool to integrate computer graphics and text, video, still images, and audio into flexible classroom presentations. Model L (using multimedia as a learning tool), most often involves the learner (working alone or with others), sitting at a computer, interacting with instructional or educational material, typically in a self-directed manner (Falk & Carlson, 1992). In today’s learning environment, Model L, which can take place inside or outside of a classroom, may employ the Internet, streaming video, Flash movies, QuickTime movies, compressed audio files, interactive quizzes, games, surveys, desktop publishing, web building software, and digital photograph programs, among other options. Model T is teacher-directed use of multimedia programs. Model L is curriculum-driven, in which the learner makes choices offered by the media being used. Both models involve interactivity elements.

A third model, based on scientific inquiry, is a model in which technology can support rather than direct the learning process (Goddard, 2002). Inquiry process skills such as observing, collecting, organizing, identifying variables, testing hypotheses, inferring, and concluding, can be supported via technology. The model provides structure but allows students to feel in control of their learning.

Goddard also suggests that the best delivery of technology by educators may be found within a framework for technology-based teaching and learning that focuses on engagement. Engagement occurs when the teacher creates an environment that encourages student-teacher feedback, cooperation among students, and active learning. As technology is employed, teachers must provide prompt feedback, emphasize time on task, and communicate high expectations. Communicative technology, in forms such as e-mail, web databases, graphic organizers, discussion boards, and presentation medium, becomes the interface between the user and effective learning.

Other research related to instructional delivery discusses features of effective technology integration. Projects involving technology should involve students in the research process, require in-class presentations, and employ simulations (Chickering & Gamson, 1987). Schneiderman (1992), focusing on software, recommended that designers offer error prevention and simple error correction, provide informative feedback, and enable frequent users to the shortcuts. These guidelines also apply to technology-infused curriculum design.

Conclusion

In this chapter, I have reviewed ways in which technology can be effectively infused into curriculum and instruction. The existing literature presents a variety of strategies, pedagogical approaches, and theories. Teaching strategies supported by existing literature fall into certain theoretical categories as to the best practices in integrating multiple technologies into a project-based learning format for beginning technology students. Existing studies reveal that students need support and scaffolding when applying new technologies. Technology infusion in all projects should align with standards and involve technologies to which teachers have access. Teachers need planning and training time to experiment and refine technology-based curriculum designs. Reflective feedback from students during and after implementation of a project is important to a successful learning experience.

 

Methods

Overview

The primary intervention of this study was implementation of the project. The methodologies employed during this study included project web pages, online discussion forums, online work space, a pre-project questionnaire, a reflective journal, an online post-project reflection form, and examination of student work. The discussion board provided online workspace for students throughout the project. Group members communicated about project materials and needs, and responded to project-related questions posted by the teacher. The questionnaire assessed student readiness and understanding prior to implementing the project and allowed the researcher to compile a technology use profile of the study participants. The reflective journal provided a vehicle for teacher reflection. It provided guidance, encouragement, questions, and exercises to support reflective thought. The journal was written over time and included information about place, time, anecdotes, and commentary. The reflection form was distributed at the conclusion of the project to gain insights and feedback from students. Examination of student products and artifacts was used to see if goals and objectives were met, and provide a gauge as to whether the proper amount of time was allotted for the project.

Participants

The participants in this study were sixth grade students at a middle school in the southeastern United States. This school was named a School of Excellence in 2004. The school of 1,735 students, located in a traditional farming area that has experienced a boon in housing developments during the past decade, consists primarily of students from middle-income families. The school’s student racial demographic mix is Caucasian, 63 percent; African-American, 21 percent; Hispanic, 11 percent; Asian/Pacific Islander, 3 percent; Multiracial, 2 percent; and American Indian, less than 1 percent. Seventy-seven percent of the school’s population is enrolled in the free/reduced price lunch program.

The students were enrolled in CREATE, which is classified as a gifted class, for the spring semester, 2005. There are two sixth grade, two seventh grade, and two eighth grade classes per semester. Each sixth grade class (two classes total) typically consists of 36 students, served by two gifted certified teachers, including myself. Half of the students in each class (18) are assigned to my roll and I determine their grades. The other 18 students in each class are assigned to my teammate’s roll. One class meets every other day on an ongoing weekly rotation schedule. This is known as the “A” class. The second class also meets every other day (on the days the “A” class doesn’t meet), again on an ongoing rotation schedule. This class is called the “B” class.

The student demographic mix in CREATE is about 85 percent Caucasian, 6 percent Asian, 5 percent Hispanic or other ethnic groups, and 4 percent African-American. Approximately 75 percent take three or four gifted academic classes. Although CREATE is classified as a gifted class, 25 percent of its students are not enrolled in the school’s gifted program.

For this study, I selected as my participants the students in the sixth grade “B” rotation group who are assigned to my roll and who I worked with directly during this project. All 13 students in the sixth grade “B” rotation group who participated in this study are classified as gifted.

Instruments

Project Online Work Space

I introduced my project with several tools designed to facilitate communication, allow for a structured discussion board, and provide online workspace for posting work. A project webpage, embedded in an existing CREATE website, hosted the links to the tools students accessed and used throughout the project. These tools are described below.

QuickTopic Instant Discussion Space was used to create single-topic web forums. During each day of the project, the participants accessed a QuickTopic discussion board, on which I posted one in a series of content-related topics, usually with a related website link. The participants read a short introduction, and then followed the instructions, which typically asked them to access the posted website. Participants interacted as directed at the website, then returned to the QuickTopic discussion board, added their original comments, and viewed the discussion threads created by the student postings.

A Strategic Learning and Teaching Environment (SLATE) web page, accessible to students, also included workspace in the form of a structured message board. This web tool was used to help my students achieve instructional objectives at the early stage of the project. SLATE constructed web activities have specific characteristics:

  • Teacher-written context, tying the student's activity to the instructional objectives, other disciplines, and real world issues.
  • Teacher-selected web links, annotated by the teacher to guide the student's use of the web resources.
  • Workspace that may include multiple-choice or discussion questions (answers are e-mailed to the teacher), or a structured message board where students discuss issues from the web links. The use of a threaded discussion forum is an appropriate and meaningful integration of technology and education. (Caswell, 2001).
  • A tool for Assessment, in the form of a teacher-constructed rubric with a rubric calculator that the teacher and students may use to gauge progress based on indicators of performance.

At the onset of every class meeting (throughout the project’s duration), I directed the students’ attention to a new discussion board prompt or question, designed to build knowledge about the project’s content. The students accessed the QuickTopic web forum (which does not require password access) via the CREATE website. During the project’s first week, the students used password access to respond to the SLATE webpage discussion forum. Students responded online either during class or prior to the next class meeting.

The students also responded to survey-type questions posted to the CREATE website, which were designed to provide ongoing reflection and feedback about the project, its structure, and its required tasks. (see, Appendix B). These reflections helped me gauge student response to the project and its design.

Participants also worked within an Internet Classroom Assistant (ICA), a web-based classroom environment that allows students and teachers to collaborate and share project-related ideas. The Internet Classroom Assistant, which I administered and monitored, and to which the students accessed via a teacher-provided username and password, has specific features:

 

  • The Documents page allowed students to post their work within the ICA, for teacher and peer viewing. Their work could be written on a Word document and copy/pasted onto the Documents page, or written directly onto the Documents page.
  • The Links Sharing page allowed me to post relevant annotated links for the students to read and access. Students could also post and share website links with group partners or for the larger class to view.
  • The Message feature allowed students to communicate with each other (specifically group partners) via an e-mail-type format. Students could check the names of the class members whom they intended to receive and read their message. Students were made aware that a copy of each message they submitted was also sent to me, as the ICA class administrator, for monitoring purposes.
  • The Class Schedule feature allowed me to post assignments and reminders related to project objectives and due dates. Students could access these messages at any time.
  • The Conferencing Topics page permitted me to post and share copies of project-related articles and readings of interest. Students read and responded to these readings, as directed.
Student Questionnaire

I prepared an online pre-project questionnaire to the participants in my class. The purpose of this survey was to determine the students’ experience in using various technology tools, their attitudes about collaborative learning using different technology tools, and their experience working in a project-based classroom (see, Appendix C).

Reflective Journals

I wrote in a reflective journal, which I used to develop ongoing research questions as well as to answer them (see, Appendix D). Patterson and Shannon (1993) suggest that the teacher-researcher should write for at least a week and then begin looking for patterns and surprises. The journal helped me think about my teaching approaches and helped me make sense of what happened in the classroom (Isakson and Williams, 1996).Implementation Procedures

The implementation of the project, which took place during twelve class meetings, was the primary instrument. Students were introduced to the project, “Pigboats and Bottom Dwellers” on the first day, and oriented to the project web pages, the QuickTopic Discussion Board, SLATE web page, and the Internet Classroom Assistant. They also completed the online pre-project questionnaire. I began my reflective journaling on this day.

The project, an exploration of submarines, submersibles, and the sea life and shipwrecks found deep below the surface of our earth’s vast oceans, was designed to incorporating multiple technologies within a content theme for beginning technology students. The project’s storyline was that marine archeologists, alerted by the crew of a submarine, used submersibles to identify the remains of a ship, the Nerer Weyfonna, near a ridge along an ocean floor in deep ocean waters. From scant evidence found at the site, the archeologists believed the ship sailed sometime between 1820 and 1920, but little else was known. Six surviving artifacts, excavated from the ship’s ruins, gave evidence that the ship had anchored at six ports around the world before it sank, enroute to a seventh port. A wax sealed bottle, containing remnants of a sailor’s handwritten journal, had been in vault storage for decades in a British museum. Due to publicity about the ship’s discovery, the journal pages were eventually linked to the Nerer Weyfonna, and provided clues as to what the ship’s crew may have encountered in its final three days. One page in the tattered yellowed journal included a sketch of what historians believed to be the ship’s main flag. This storyline provided a theme for the project’s components and justification for the software and technology tools students learned and applied as they worked during the project. Below is a summary of other tools students used during the project:

  • The Internet (World Wide Web). Students searched for drawings, photographs, or images, to represent six different artifacts from six different places in the world. The artifacts had to match the time period in which they decided “their” Nerer Weyfonna sailed (for example, it set sail in 1868 and sank in 1869). They used the Internet to research the actual origins of the selected artifacts and provided information about each. Students established login files and created folders for storing pictures.
  • Microsoft PowerPoint. PowerPoint slideshows provided a vehicle for displaying several components of the project. Each artifact, with appropriate origins and descriptions, were displayed on slides. Also displayed was an illustration of what each student crew (team) believed their Never Weyfonna looked like, with descriptions, based on their chosen historical period. They also posted onto slides drawings or pictures of three deep ocean creatures (real and/or mythical) that the crew of their Never Weyfonna allegedly spotted during the ship’s final three days.
  • Microsoft Publisher. This desktop publishing software was used to chart the route of the Never Weyfonna. Students scanned a map from an atlas (using a classroom scanner), or inserted a map they located and downloaded from the Internet. They used the drawing and line tools to show the ship’s ill-fated voyage, from its port of departure to its final resting place in an ocean of their choosing. They also used Publisher’s text tools to label the ports of call and the latitude and longitude of the location where the ship sank.
  • Microsoft Word. Students used Word to create notes needed for other tasks and to write three journal entries (providing details about what happened during the last three days of their ship’s voyage). They later copied and pasted their journal entries onto the Documents page of the Internet Classroom Assistant, where peers could read them online.
  • Microsoft Excel. Students collected data posted on the Internet Classroom Assistant’s Conferencing Topics page related to an article they read online about which ten countries stake claim to the most ocean waters. They used that data to create a spreadsheet and a graph to visually communicate their data findings.
  • IBM Record Now. Students used this CD burner software to burn images or photos they would later use on the Apple MacIntosh computers to create graphics of their Nerer Weyfonna flags.
  • Macromedia Fireworks. Students designed and created graphics of flags they believed flew over their Nerer Weyfonna. They then burned a copy of their graphic from the MacIntosh computers (which do not have Internet access in the CREATE lab) onto a CD-RW for posting on a website.
  • The discussion boards and online communication tools (QuickTopic, Landmark SLATE, and the Internet Classroom Assistant, which included the Messaging tool) provided venues for studying and reflecting on deep sea life, submarines, marine archeology, sunken ships, ocean physics, and deep sea exploration.

During the second and successive days, I relied on qualitative research strategies to provide additional sources of data. In addition to the ongoing online discussion board, the reflective journal, and the student questionnaire, I conducted classroom observations. On the twelfth day, the day following the final workday, students completed an online post-project reflection form. (see, Appendix E)

I also examined examples of student work, which helped provide evidence bearing on research questions (Hancock 1993; Anderson, Herr, and Nihlen 1994).

 

Results and Discussion

Student Proficiency

At the onset of the project, students completed an online survey, designed to assess their computer experience and computer use proficiency. While all students reported using a personal computer at home, more than one-third of those students did not have a personal e-mail account. More than three-fourths of the students reported that they could open and check e-mail, download and save pictures, create folders, and save documents or pictures inside folders. Only one-third said they could burn a CD or use a digital camera to import or export pictures. Nearly two-thirds of the participants said they could successfully use a browser to locate a specific Internet directory. Less than half reported playing educational games on their home computer, but 85% said they play computer-based video games. No student in the research group had, until this project, participated in a project-based course, linked to technology or otherwise. Only one participant (8%) reported having posted to a web forum, such as a discussion board (See, Appendix F).

Discussion Board

The QuickTopic discussion board, free and simple to use, proved useful for guiding students to think about our topics of focus during the project. I logged in using a user name and password to generate and post a daily topic. Students accessed the discussion board directly from a link I created on the project webpage. I selected short articles for reading or posted websites that took students to a simulation, such as driving the Civil War-era submarine, The Hunley. Students visited the links I placed in the QuickTopic board, and then returned to the discussion board to enter their answers, comments, and reflections. All but one of the participants reported that they read at least some of their peers’ postings, other than their own. All participants reported that the discussion board helped them learn more about the topics and increased their knowledge about submarines and deep-sea life. All participants also reported that they preferred using the discussion board to access an online article or multimedia activity, and then post responses online, over reading traditional magazine articles or book chapters and writing responses. The reasons for these preferences varied. “I would look at other responses, beside my own, and I would want to see what the other people thought about the topic that day, and if they agreed with me,” said one student. Other opinions about the discussion board, reported by the students:

  • Could save time by using the discussion board, and use that additional time to work on other elements of the project.
  • Provided easy access from home to what they missed when they were absent.
  • Found the online sites more interesting and interactive that what they could read in a magazine article or book.
  • Preferred information on the online sites to information in articles they could locate and read in a magazine or book, which students suggested might be outdated.
  • Could reread the topics at home, and receive their parents’ help, if needed.
  • There was less paper with which to keep up, and the information was always available.

“I now know much more about life in the deep seas,” said one respondent. “From what we discussed on the QuickTopic and the things we did on the web, I have now greatly increased my knowledge about deep sea life and pigboats [a slang term for submarines].”

SLATE Webpage

The Landmark SLATE webpage, assessable via a link on the project webpage, was used in the project’s early stages for a specific purpose: To introduce the students to marine life of the deepest ocean waters and compare and contrast those creatures to well-known mythical sea creatures and sea monsters. The benefit of this page was to assemble several annotated websites in one location, followed by student workspace (similar in design to postings on a discussion board). Students accessed the sites, studied pictures, and read articles (all of which concerned deep sea creatures or mythical sea serpents). They then used a SLATE class password (given to all by the teacher), and entered their responses and reflections in the online workspace. I was able to easily post my responses and comments to their posted entries in the same section.

All participants reported that the SLATE page and workspace proved useful and helped them better understand the creatures of the deepest ocean waters. The students’ reasons for approving of the SLATE page focused primarily on the convenience of having multiple pre-screened resources in one place with a discussion board available to post findings, which anyone in the class could read. Some students worked in pairs during the Landmark SLATE segment of the project. “You could talk to team members about your decisions,” said one student. Another student noted that the web forum “not only teaches you personal skills, but teamwork skills.”

The SLATE page would not be practical for doing a daily topic (as was the QuickTopic discussion board), but it did prove to be an effective one-time tool for assembling multiple websites (chosen by content) with a convenient student-to-student and teacher-to-student interactive web forum. The QuickTopic discussion board is designed for student response to a single topic, with or without a website link. The SLATE page offers space for several content-related website links, followed by online discussion space for student comment.

Internet Classroom Assistant

The many interactive and communicative features of the Internet Classroom Assistant (ICA) made it an important tool during this project. Students accessed the classroom assistant via teacher-chosen usernames and passwords, and posted their work in the ICA Documents page. This provided them an authentic venue for posting their journal entries, with an audience of peers as readers.

The Send Message tool (which works like an e-mail tool within the password-protected class site), allowed students to send me and other classmates project-related questions. I was able to respond to questions in writing, typically between class meetings. I also could provide comments to students about their postings, which facilitated teacher-to-student feedback. Some students communicated with one another during small group phases of the project, such as when they were researching their artifacts or designing their flags. Even as they sat at computers across the room from one another, team members were able to communicate without getting up from their seat. All communications were archived and sent to an e-mail account I designated for this project, so there was very little “useless chatting.” When this did occur, I printed a copy, showed the student, and it rarely reoccurred.

The Links Sharing page was used, but only twice, because most website links to articles of interest or specialty websites were shared on the daily discussion board. Had I not used the QuickTopic discussion board, I could have achieved a similar objective using the ICA Links Sharing page and Documents page.

All participants responded that they felt the ICA communication tools were useful in achieving project objectives. One wrote that the ICA, because access is restricted to students in the class, provides a comfortable “sense of protection.” As another student put it, “You don’t worry about hackers hacking into an educational e-mail-type Internet site and looking at your personal information.”

More than 85 percent reported that posting assignments to the Documents pages was better than submitting a printed assignment directly to a teacher. “You could post your opinions and assignments for the teacher,” said one student. Most students used phrases like “a good idea” or “cool” to describe their views on posting their work online. “When I posted my assignment I felt good, because anyone could see my final product,” a student said.

Other Project Tools

PowerPoint (part of the Microsoft Office software package) was the favorite non-Internet-based timesaving tool for these students, according to post-project reflections. Students used PowerPoint to display their ship’s artifacts, ship representations and, for several, their ship’s routes. Others used Microsoft Publisher to create their ship’s routes. Several compared Publisher’s drop-and-drag features as similar to using an Apple MacIntosh, which they praised for its ease of use. For creating graphics, Macromedia Fireworks (on the Apple computers) was the students’ overwhelming favorite (as opposed to Paint or Paint Shop Pro).

All the participants used Microsoft Excel to graph the top ten ocean territorial claimants, although the students had the option of using an online graph-making program or PowerPoint’s chart creation tool. The objective throughout the project was to expose them to as many technology tools as possible, allow them to choose their tools (with guidance), and help them learn for themselves how to use the software to achieve their objectives.

More than 92 percent of the respondents said they felt that all the tools they used seemed necessary or were useful in one way or another. “The technologies we had were used well, because it all made a fun and creative project. None of the tools seemed unneeded because I used all of them to help.” One student called the SLATE page unnecessary, because it was used only briefly and there was another discussion board available [the QuickTopic tool]. Another student said the Message Tool (e-mail) feature of the ICA was least important to the project, “because everyone was in the same room” while the teams worked.

 

Conclusions

 

Effective technology integration, in which computers and other technologies reorganize the learning environment, is a process requiring continuous refinement. This study examined the most effective practices in incorporating multiple technologies within a content theme for beginning technology students.

Middle school students today, even those with limited technology proficiency, are likely to have exposure to computers and have experience performing basic computer functions by the sixth grade. While a significant percentage of sixth graders may not have personal e-mail accounts, most will claim to understand communication tools such as e-mail and instant messaging. The majority are receptive to learning new technologies and using Internet-based tools and software programs that they perceive will save them time, lesson their paper load, and engage them in fun or “cool” ways to interact and learn.

The students in my study fit the profile described above. At home, these students are much more likely to play Internet-based or software-driven video games on their computers than educational games. Nearly two-thirds describe the use of computers and technology tools as “fun.” All said they use computers to help with schoolwork and homework, at least “sometimes.”

Teachers with access to classroom computers, a school media center, or school-based productivity labs, have many options now available to them for delivering Internet-based projects to their students. There are low-cost or free website creation programs, discussion boards, weblogs, classroom assistant programs (designed for local or distance learning applications), and a myriad of multimedia-driven interactive web programs for educational use. Many of these programs address teacher concerns: Student privacy and safety, administrative control, accessibility, and dependable ease of use.

This study sought to introduce a flexible content-rich delivery model by which sixth grade students will learn and apply several technology tools within a unified content theme in ways that extend learning and are not disjointed.

Students should have meaningful opportunities to demonstrate and perform recognized educational technology standards, such as the National Educational Technology Standards (NETS) for students in grades 6 through 8, developed by The International Society for Technology in Education (ISTE). Students need to use content-specific tools, software, and web-based simulations, to support their learning and research. They need to be able to apply productivity and multimedia tools and peripherals to support their personal productivity, group collaboration and learning throughout the curriculum. Today’s students need opportunities to select and use appropriate tools and technology resources to accomplish a variety of tasks and to solve problems. It is important that students design, develop, publish, and present products using technology resources that communicate curriculum concepts to audiences.

The results of this study presents a model for other teachers who recognize the importance of these national educational technology standards and who desire to effectively introduce a myriad of technologies now available to their beginning technology students.

Recommendations

To effectively introduce various technology tools within a project-based course, students should be kept at the center of learning, and should be held responsible for constructing their knowledge of how and when to use various technology tools for specific purposes, depending on the task at hand. To ensure that curriculum content is incorporated into a project involving the hands-on application of technologies unfamiliar to the student, an online discussion board tool should be implemented. Teachers must carefully select engaging and interesting websites that are rich in the desired content, and support their learning objectives. A teacher-facilitated discussion board prompt, with a clearly stated introduction, directions, and a website link, can be posted each day or every other day. Ideally, for convenience and consistency, students would access the discussion board from a project webpage. They would be trained to read the prompt, engage in the linked website, and return to the discussion board to post their reflection. If a student is behind in other aspects of the project, or needs extra time on a software program used to complete part of their project, then allow the student to access to the discussion board outside of class, by a due date set by the teacher.

If a teacher is not prepared to regularly update and maintain a class website or project webpage, two free and convenient options are The Landmark Project’s SLATE pages or Nicenet.org’s Internet Classroom Assistant. If the teacher does maintain a class website (as I do), then such tools as these can still be used and linked to the teacher’s website. Programs such as these provide password security, online space for posting student work, comments, and reflections, and other communication tools. Students with no prior experience in these tools quickly understand their use and appreciate their convenience. They also state that they enjoy seeing their work published online for classmates or parents to read.

The most effective way to build academic content into a project in which the goal is for students to learn and apply a variety of technologies is to develop a storyline. Everything the students create with the assistance of various technology tools is done in support of the overall theme and plot of the story. In “Pigboats and Bottom Dwellers,” I built the project around the ill-fated voyage of a fictional ship, the Nerer Weyfonna, which sailed and sank sometime between 1820 and 1920. With an engaging storyline, students are excited about the project. In this project, students created Nerer Weyfonna flags using the Internet, Paint, and Fireworks. They used Publisher or PowerPoint to chart the ship’s route on a world map. They used the Internet to research artifacts from around the world, tied to specific historical periods, and displayed and described them on PowerPoint. They wrote the journal entries of the ship’s final three days and posted them to a webpage. Throughout the project, the students accessed a discussion board and read and wrote about deep-sea creatures, mythical sea monsters, submarines (from the Civil War to modern day nuclear subs), ocean life, and learned about the ridges and vents along the world’s oceans floors. Websites included interactive maps, submarine simulators, first-hand accounts of submarine life, and 360-degree virtual tours of World War II era submarines and a modern nuclear submarine. Students also analyzed data and created graphs using Excel, which shows which countries claim the most ocean waters. To assist with communication and to build a community of learners, students used an e-mail-like message tool, online workspace, and web forums to share ideas about what they learned.

Pre-project questionnaires, to access student computer experience and technology proficiency, and post-project reflections, are important elements of the project. These survey tools allow for formative evaluation and participant reflection. Eleven of the thirteen participants in this study (85 percent) said they would recommend this project, as it was designed, for future sixth grade students. Comments ranged from “it is easier to be organized and turn things in” to “the best project I’ve ever done.” The two students who said they might not recommend this project both termed it “hard work.”

Specific Recommendations

Below are recommendations for designing a project, built around specific content, in which the goal is to help students learn and apply several technologies during the project. This model will help insure that the application of various technologies is not performed out of context within the project’s stated objectives.

  • Decide on the primary content you wish the students to explore during the project (such as deep sea life). The content should align with the standards and teaching objectives of your school system, based on the grade level(s) you teach.
  • Write a storyline (such as the ill-fated voyage of a ship which traversed the oceans) that links your content objectives in ways that interest your learners and “hooks” them into the project.
  • Become familiar with the technology tools (software, Internet programs, and hardware) available to you at your school, within your classroom, media center, or in the productivity labs. Technology infusion, which should align with national and local standards, should only involve technologies to which teachers have access.
  • Make sure you are able to understand and apply these programs before introducing them to your students. Teachers need planning and training time to experiment and refine technology-based curriculum designs. Ideally, this planning and training should take place before a project is implemented.
  • Make the technology coordinator at your school aware of your project design and goals before your implement the project, so that support is more likely to be available to you should you need it.
  • Construct and implement a pre-survey or pre-test for your students prior to beginning the project, to assess their experience with the technology tools you will introduce.
  • Preview the project with your students before you begin. Provide them the overall objectives and how all of the project’s elements fit together to achieve the final products. When you implement the project, realize that some students will work faster than others, so account for these realities with enrichment activities or extra work time outside of class for students who need it.
  • Make use of free and existing web-based tools, which allow you to implement a discussion board, online web-based workspace, and provide webspace for presenting student products. Students will respond positively to these tools, remain engaged with the content, and have less paperwork with which to keep up.
  • Preview and test all websites and website links on the computers on which the students will work before introducing these websites to the students.
  • Throughout the project, provide mini-lessons on specific applications of software for students who are not familiar with the software. During these mini-lessons, allow the more experienced students to continue their work. A projector linked to a computer and screen is useful for conducting large or small group mini-lessons.
  • Design specific elements of the project so that the technology tools the students use fit the project’s goals, but are not used out of context. For example, only teach students to use a spreadsheet program to create a graph, if making a graph will better help the students visualize and learn the content.
  • It is best, when possible, to present more than one option for achieving a task. Allow the students to choose the tools they think will best help them achieve their objective. The most successful project is one in which the teacher facilitates and encourages, but allows the learner to control the technology.
  • To insure that students do not feel overwhelmed when learning many technologies within one project, students need support and scaffolding when applying new technologies. Reflective feedback from students during and after implementation of a project is important to a successful learning experience.

With the right blend between content integration and an engaging storyline, the technical applications will appear transparent. Students, constructing meaning as they work at a level that challenges them, will be highly motivated by guided choice of content and tools, personal decision making, collaboration with peers, and the consequence of seeing the products of their efforts viewed and appreciated by others.

 

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Appedix A

ISTE National Technology Standards (NETS) for Students

The technology foundation standards for students in Grades 6 through 8 are to be introduced, reinforced, and mastered by students. All students should have opportunities to demonstrate the following performances.

Prior to completion of Grade 8, students will:

1.

Apply strategies for identifying and solving routine hardware and software problems that occur during everyday use. (1)

2.

Demonstrate knowledge of current changes in information technologies and the effect those changes have on the workplace and society. (2)

3.

Exhibit legal and ethical behaviors when using information and technology, and discuss consequences of misuse. (2)

4.

Use content-specific tools, software, and simulations (e.g., environmental probes, graphing calculators, exploratory environments, Web tools) to support learning and research. (3, 5)

5.

Apply productivity/multimedia tools and peripherals to support personal productivity, group collaboration, and learning throughout the curriculum. (3, 6)

6.

Design, develop, publish, and present products (e.g., Web pages, videotapes) using technology resources that demonstrate and communicate curriculum concepts to audiences inside and outside the classroom. (4, 5, 6)

7.

Collaborate with peers, experts, and others using telecommunications and collaborative tools to investigate curriculum-related problems, issues, and information, and to develop solutions or products for audiences inside and outside the classroom. (4, 5)

8.

Select and use appropriate tools and technology resources to accomplish a variety of tasks and solve problems. (5, 6)

9.

Demonstrate an understanding of concepts underlying hardware, software, and connectivity, and of practical applications to learning and problem solving. (1, 6)

10.

Research and evaluate the accuracy, relevance, appropriateness, comprehensiveness, and bias of electronic information sources concerning real-world problems. (2, 5, 6)

Appendix B

Student Reflection Prompts

Prompt 1 (after Day 2)

  • What has challenged you the most in participating in this project so far?

Please explain your answer and provide a specific example(s), if possible.

Prompt 2 (after Day 4)

  • We are now mid-way through this project. Do you feel the use of the technologies tools and software programs you have used so far work well together? Why or why not? (Please explain).

Prompt 3 (after Day 6)

  • Which of the different technologies that you have been working with during this project are most helpful to you? Which technologies seem out of place or not necessary to successfully completing this project? Please explain you answers.

Prompt 4 (on Day 8)

  • As you prepare your presentation, what aspects of the project most surprised you? Why? Which technologies are you most glad you worked with? Please explain your answers.
 

Appendix C

Student Pre-Project Questionnaire

Name _____________________________ Grade ______ Session _____

Using computers and technology is fun. ___Yes ___Sometimes ___No

Computers help me with schoolwork/homework. ___Yes __Sometimes __No

Do you have a computer at home? ___Yes ___No How old is it? ________

__PC ___desktop ___multiple computers

___ Mac ___ laptop ___ networked computers

Do you have the Internet on your computer at home? ___ Yes ___ No

__ dial-up ___ broadband (DSL/cable modem/satellite) ___ don’t know

Internet Browser ___ Internet Explorer (IE) ___ Netscape

___ AOL ___ other:

Do you play video games on your computer at home? ___ Yes ___ No

Type/name of games: ___________________________________

Do you play educational games on your computer at home? ___Yes ___ No

Type/name of games: ________________________________________

Do you have your own e-mail address on your computer at home? __ Yes__ No

Have you taken any project-based technology classes? ___ Yes ___ No

Type/name of class: _________________________________________

Which of the following computer-related tasks can you successfully accomplish.

___ Check email

___ Burn a CD

___ Download/Save a file from the Internet

___ Browse to a specific directory on a computer

___ Create a new folder and save a document inside that new folder

___ Attach a specific file to an email

___ Post to a newsgroup

___ Scan a picture and insert picture into text document

___ Export/Import pictures from camera to a computer

___ Upload a webpage and images successfully

 
Please check all that apply

I feel comfortable using this software

I have this software on my home computer

I would like to learn more about this software

Microsoft Word

Microsoft Excel

Microsoft PowerPoint

Microsoft Access

Microsoft Publisher

Microsoft Outlook

Microsoft FrontPage

AppleWorks/ClarisWorks

Open Office

Corel WordPerfect

Lotus SmartSuite

Macromedia Dreamweaver

Macromedia Fireworks

Macromedia FreeHand

Macromedia Flash

Adobe Photoshop

Adobe Illustrator

Adobe Acrobat

Adobe InDesign

Adobe PageMaker

Adobe Premiere

Adobe GoLive

Apple – iMovie

Apple – iPhoto

Apple – iDVD

Apple – GarageBand

Apple – iTunes

Apple – Keynote

Apple – FinalCutPro

Paint Shop Pro

Print Shop

Netscape Composer

Inspiration

Kidspiration

Other (please list):

Thank you for your time!

Appendix D

Reflective Journal Questions

  • Were all members of a group actively engaged when small groups shared resources or worked together on a task?
  • What strategies did students employ where they perused and read web pages for research or to process information?
  • Does computer technology increase student motivation?
  • Does participation in an online collaborative project affect motivation?
  • How can multimedia be used as an assessment tool?
  • How are students whose computer skills are weak using computers in the content areas?
  • How are student attitudes influenced when a particular strategy or use of software is implemented?
  • How are student behaviors influenced when a particular strategy or use of software is implemented?
  • How is student knowledge influenced when a particular strategy or use of software is implemented?
  • How are students affected when web pages and discussion boards are used to facilitate communication between home and school?
  • What are effects of having students work in pairs versus working individually on the computer?
  • How can a discussion board increase student use of technology?
  • How will putting information on a class website affect student achievement, attitudes, or behavior?
  • How can the use of databases improve students’ understanding of content knowledge?
  • What are the effects of using different software programs on the continuity and flow of a project?
Appendix E

End-of-Project Reflections

Please answer all the questions fully and thoughtfully. You do not need to write your name on this form. Thank you!

  • Describe the personal effort that you put into completing your project. Do you feel the use of specific technologies made your process easier? Explain.
  • How would you rate your effort during this project? Explain why you gave yourself this rating.
  • Describe how you managed your time. What technology tool(s) used during this project saved you time? What technology tool(s), if any, took away time? Explain.
  • What are you most proud of in terms of what you accomplished during this project? Why?
  • What elements of this project would you change if you could, especially as it concerns the technologies learned to use? What would you do differently? Why?

 

  • Do you feel that any elements of this project should be replaced? Why or why not?

 

  • What are your feelings about the ways the project was put together. Did all the technology tools seem to work well together? Did any of the technology tools you used seem inappropriate or unnecessary for this project? Explain.

 

  • Which technology tools of which you are familiar do you wish we had used during this project. How would this tool have helped?
  • What did you learn as a result of completing this project?
  • What will you most remember about this project? Why?
  • Would you recommend this project in the way it was designed for you for future sixth grade students? Why or why not? Please explain.
  • Please write any other comments or suggestions below.

Appendix F

Results of Student Pre-Project Questionnaire (Page 1)

Broadband

Dial-Up

Don't Know

Internet connection type used at home

46%

23%

31%

Internet Explorer

Netscape

Other

Primary Browser used at home

69%

0%

31%

Yes

No

Play video games on home PC?

85%

15%

Yes

No

Play educational games on home PC?

46%

54%

Yes

No

Have own e-mail address on home PC?

62%

38%

Yes

No

Previously taken a project-based technology class?

0%

100%

Appendix F

Results of Student Pre-Project Questionnaire (Page 2)

Can you successfully…

Yes

No

Open and check e-mail?

77%

23%

Create an attachment to an e-mail?

31%

69%

Burn a Compact Disc?

31%

69%

Create a folder?

92%

8%

Download a picture?

92%

8%

Save a picture into a folder?

92%

8%

Post an entry into a web forum?

8%

92%

Scan a picture using a scanner?

54%

46%

Insert a picture into a text document?

54%

46%

Import a picture into a digital camera?

38%

62%

Export a picture from a digital camera?

38%

62%

Upload images onto a webpage?

46%

54%

Upload a webpage?

46%

54%

Browse to a specific web-based directory?

62%

38%