Showing posts with label flashcards. Show all posts
Showing posts with label flashcards. Show all posts

Wednesday, September 2, 2015

Teaching Vocabulary/Root Words

by Katie Winstead (Owen)

In District 214, we teach students following the Word Within a Word curriculum. The lists we go through expose students to the various Greek and Latin root words they might come across in academic and nonacademic settings.



Vocabulary Research

To teach vocabulary (and our root words), I have been using the LINCS strategy from Kansas University. LINCS stands for:

L - List the parts (word and definition).
I - Identify a reminding word (or a word with the root word in it).
N - Note a LINCing Story (write a sentence with the reminding word and the definition).
C - Create a LINCing Picture (draw a picture to remind you of the definition and story).
S - Study and Self-Test.

This strategy works because it makes kids into active learners that have to think and word with words instead of drills in memorizing. By writing the definition, a sentence and a picture, students are creating multiple links in their memory to help them recall what the word means. For more on the LINCS Strategy and the research behind it visit: http://www.matsuk12.us/cms/lib/AK01000953/Centricity/Domain/100/SEPGrant/LINCing-LINCS Sherrifinal.pdf

Katie's Resources:
LINCS Strategy Presentation
LINCS Strategy Cheat Sheet
LINCS Strategy Student Notes
LINCS Strategy Student Quiz 



Vocabulary Instructional Practices

When I first started teaching Word Within a Word, the students did this on physical notecards. Once some iPads started trickling in to my classroom, however, I decided that I needed to transform how we have traditionally taught vocabulary. I modified our sheets to include a sentence with a reminding word in it, multiple examples of reminding words, as well as pictures to help students make predictions about what the root word meant.


The instructional sequence goes as follows:

1.    Students would get a sentence like this:
When learning how to drive, the instructor told me to stay on the right side of the median.

2.    Students would then need to find and underline the root word within the sentence.

3.    I then showed them a couple examples of words with the root word in it (median, mediocre, mediate) and two pictures like these:
 
4.    The class would work together to predict what the root word meant, and then I would show them the definition.

5.    The students would write down a reminding word they liked and could use in a sentence (if they struggled, they had my sentence as an example) along with the definition of the root word. The sheet looked like this:

6.    We then made note cards following the LINCS Strategy.


Here is what the whole PowerPoint presentation would look like:


For awesome Google Slide templates, check out this website: http://www.slidescarnival.com/



Modify and Redefine Vocabulary Acquisition

I taught this way and had students make note cards until one weekend when I decided to go through 20+ flashcard apps on my iPad. I tried Evernote Peek, Chegg Flaschards, StudyBlue (which I did use for a while), Flashcards Deluxe, Flashcards+, Flash-Cards, Cramberry, A+ Flashcards Pro, and eventually found the one I am in love with: Flashcards [] by NKO Ventures, LLC.

Flashcards [] allows you to create a class (in the free version you can have up to 30 students and 5 decks at a time). The students can join your class for free and copy the decks you have created. I start all of my decks with the root word on the front and the definition on the back. Students then add a reminding word on the right, and on the left they add a sentence. The app even allows students to either draw a picture or add one from their Camera Roll.




So what?

That is just where the vocabulary practice begins. Once students are done, there are many games the students can play. In the free version, that can be things like matching, true/false, and a crossword. In the paid Teacher Pro version ($49.99), you get 100 Students and 75mb of server space - along with games like Flappy Dog and Ninja! Students can also do Q-Battle and practice their vocabulary words in a competition.

When students practice on their own deck, they get to see the sentence and drawings they created. After they feel like they know the words, I have them practice on the class deck where they just see the root word and definition. This also allows them to compete and be on the top of the class leader board.

Thursday, December 11, 2014

Gamification of the classroom


Today the CollabLab welcomes Katie Owen, special education teacher at Elk Grove.  She can be reached @MsKatieOwen
 
I got an original Nintendo when I was 2. My dad bought me a Sesame Street game along with Blades of Steel. Now, years later, there are two things I know really well: my letters and how hockey is played.

I hear all of the time that kids these days do not go outside as much as they should and that video games teach them violence and bad behaviors. Educators and parents discuss how the flashes from the screen and fast paced movements are what cause students to have short attention spans and ADHD to be on the rise.

I hear all this, and yet I cannot help but think about all I learned from playing video games: 
  • Video games teach sequences, strategy, problem solving and logic.
  • Unlike passive activities (like TV), video games keep the mind active and alert.
  • Your hand-eye coordination, fine motor, spatial, and accuracy skills improve. You make decisions faster and think quicker. 
  • You become really good at multi-tasking and following/searching for multiple objectives.
  •  Video games got me (and students I know) reading more. Trust me. There are a lot of instructions on those screens.
  •  You learn to follow instructions (after you read them). 
  • You learn to plan ahead, manage resources (never run out of Mana), and spend your money wisely (as we have all learned when we have no more money for a Kevlar + Helmet).
  •  Which pretty much means you are learning some reading and math (sshhhhh don't tell the kids).
  •  And the one I like the most? You learn perseverance. The number one thing video games taught me is no matter how many times you need to try a level, you do not stop until you accomplish your goal.
For even more benefits and negative effects of video games, check out this site.

So now that I am a teacher, what does this all mean? This means that I am super excited about a new idea sweeping education: Gamification. Gamification is the idea of using game-related elements in non-game situations--for example, using things like levels, points, badges, and achievements in the classroom or your personal life.

This should have been our wedding cake.

We see this a lot already in our day-to-day lives. Foursquare is an app that lets you check-in to places and receive badges and points to compete with your friends. LoseIt is a weight-loss app that helps you set goals and gives you badge for accomplishments (like minutes working out, eating vegetables, etc). Mint.com is a website that helps you track your finances and gives you an achievement bar for savings goals. Duolingo is a website/app that teaches you languages through a gamification experience (it is really fun).

To get a quick start on gamification, try apps like ClassDojo (for behavior mangagement), Flashcards [⁛] (for vocabulary acquisition), or Socrative (for quizzes) to jumpstart gamification in your classroom!

To learn more and chat with other educators, try using the hashtag #gamification along with #edchat, #edtechchat, or #ipaded on Twitter.

For a fun infographic, visit: http://www.knewton.com/gamification-education/
An interesting TEDEd video: http://ed.ted.com/on/uk36wtoI
4 Ways to Bring Gamification into Your Classroom: http://blog.tophat.com/4-ways-to-gamify-learning-in-your-classroom/

Tuesday, October 28, 2014

Gamify Vocabulary Learning: A Favorite Flashcard App!

Today the Collab Blog welcomes guest blogger Katie Owen, a Special Education teacher at Elk Grove.  She can be reached at @MsKatieOwen

Growing up, and for many years of teaching, I have studied vocabulary on note cards. We did games with them, wrote sentences with them, categorized them, used them for seating placement, etc. It was tough to keep it new and fresh (fun fact: index cards were first invented in 1760 by Carl Linnaeus - a Swedish botanist, zooligist and physician). Once I started to get students that had accommodations to receive material digitally and iPads trickled into my room, I decided that could change. One weekend I decided to go through 15+ flashcard apps on my iPad. I tried Evernote Peek, Chegg Flaschards, StudyBlue (which I did use for a while), Flashcards Deluxe, Flashcards+, Flash-Cards, Cramberry, A+ Flashcards Pro, and eventually found the one I am in love with: Flashcards [] by NKO Ventures, LLC.

Flashcards [⁛] allows you to create a class (in the free version you can have up to 30 students and 5 decks at a time). The students can join your class for free and copy the decks you have created. I start all of my decks with the root word on the front and the definition on the back. Students then add a reminding word on the front. On the back, they add a sentence and a picture (they can choose to draw or find a picture from their camera roll).

That is just where the vocabulary practice starts. Once students are done, there are many games the students can play. In the free version, that can be games like matching, true/false, and a crossword. In the paid version ($29.99), you get 100 Students and 75mb of server space - along with games like Flappy Dog and Ninja! Students can also do Q-Battle and practice their vocabulary words in a competition.


 




When students practice on their own deck, they get to see the sentence and drawings they created. After they feel like they know the words, I have them practice on the class deck where they just see the root word and definition. This also allows them to compete and be on the top of the class leader board:




Oh! We also made little avatars using Buddy Poke!