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EXTENDING READING AND WRITING
Running head: EXTENDING READING AND WRITING
Extending Reading and Writing to Home
Martin Armstrong
Lynnette Earle (Harbison)
Jerry Mah
Kimberly Wagner
Charles Young
ETEC 510: Design of Technology-Supported Learning Environments
University of British Columbia
Jeff Miller
April 1, 2012
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EXTENDING READING AND WRITING
Table of Contents
Key Frameworks 3
Intentions and Positions 5
Key Concepts and Contexts 8
Interactivities 11
Verifications 14
Reflections
Group 15
Martin Armstrong 16
Lynnette Earle (Harbison) 18
Jerry Mah’s 19
Kimberly Wagner’s 20
Charles Young’s 21
References 24
Appendix I 29
Application List 29
Resource List 30
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Extending Reading and Writing to Home
Key Frameworks
The focus of the Extending Reading and Writing to Home design project is to improve
high school students’ literacy skills with a focus on design affordances: intentional content,
activities, and interactions that motivate and engage students in their skill development. This
design project focuses on students from grades 10 to 12 with a lower than grade 9 literacy level.
Through the analysis of different academic journals, we are developing a process that focuses on
the following reoccurring themes: i) prior knowledge, ii) student choice, iii) peer connections &
social interactions, iv) scaffolding, v) inquiry-based learning, vi) student-centered learning
(Constructivism), vii) reciprocal teaching, viii) success – building self-efficacy, and ix) student-
developed strategies. Based on this review of literature, and through a comparison with other
available resources (books, websites, etc.), we plan to develop main and supporting activities for
our Moodle based Visual Learning Environment (VLE). Weaved throughout these activities will
be a focus on creating a motivating and engaging literacy environment.
This design project will incorporate Constructivist learning tenets based on the work of
Vygotsky (Davydov, 1995; Miller, 2002) and Bruner (Driscoll, 2005) with extensions to our
modern context (Compton-Lilly, 2007; Frey, 2005; Stripling, 2003). By utilizing these social
models (Jonassen, 1999) and creating a supportive knowledge building online community
(Anderson, 2008; Anderson, Rourke, Garrison, & Archer, 2001; Barab & Duffy, 2000; Garrison,
2007; Scardamalia & Bereiter, 1993; Wenger, 1998) that students will be involved in peer-to-
peer interaction and feedback. Effective literacy strategies (Clausen-Grace, 2007; Compton-
Lilly, 2007; “Me Read How?”, 2009; VanDeWeghe, 2008) will be built into the environment
that students can use on an as needed basis to scaffold these skills; after the skills have been
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modeled, students will practice these skills using peer support (Alfassi, 2004; Alvermann, 2006).
The connection between multiliteracies--linguistic, visual, audio, gestural, spatial, and multi-
modal meaning--will be a focus (The New London Group, 1996). Within this learning
environment, students will be able to create a persona in order to lower their affective filter. It
will be an environment where, according to Gee, "learners can take risks in a space where real-
world consequences are lowered” (2003, p.207 - as cited in Compton-Lilly).
Theoretical perspectives that frame this project are Constructivism, Social Learning
theories, and Motivational theory. Dominant within our work will be activities and atmosphere
that are conducive to removing obstacles for reluctant readers. This focus will require designing
a friendly atmosphere with hooks that will create motivation and engagement. Thus, we will use
a “game” structure as a theme to achieve student motivation and engagement (Compton-Lilly,
2007). Through our brainstorming concerning experiences with struggling readers and academic
research, we have decided to use an Amazing Race theme. Compton-Lilly (2007) speaks to a
number of features that games possess, which we can turn into motivational strategies in our
development of our activities. Gaming provides students with the unique opportunity to take
ownership of the learning environment as, “[t]he challenge we see for educational technology is
to preserve a central role for the students themselves, lest they be reduced to passivity by the
overwhelming amounts of authoritative external information available” (Scardamalia and
Bereiter, 1994, p. 276).
We will also use the evaluative framework from De Freitas and Oliver (2006) to
approach our work. This framework involves analyzing our design from four viewpoints: i)
pedagogic considerations - theories applied to the work, ii) learner specification - audience,
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student background, iii) mode of representation - presentation/levels of interactivity, and iv)
context - resources, and classroom environment.
Intentions and Positions
This design is intended to improve literacy skills. According to a 2003 Statistics Canada
report on “ Building on our Competencies: Canadian Results of the International Adult Literacy
and Skills Survey,” approximately 12 million Canadians aged 16 and over performed below 3 on
a prose and document literacy skill scale based on 5 levels (Ministry of Advanced Education,
2007). In British Columbia there is over one million adults who do not have the necessary
literacy skills to even read a newspaper (Read Now BC, 2012). By targeting students who are at
risk due to inadequate literacy skill, the intent of this project is to utilize a visual learning
environment (VLE) that learners can access at home. Home access will allow students to take
ownership of learning, as the VLE will be designed to take into account cultural barriers. The
overall intent of this project is to improve literacy skills, and motivation and/or engagement
amongst young learners.
Attaining a certain level of literacy and generally improving literacy skills has been a
current, primary goal in North American schools. Scholarship in education indicates that,
“Secondary students' reading performance reaches a plateau during their high school years, and it
is clear that the performance gap between their abilities and what they are expected to do widens.
Adolescents who lack basic literacy skills need intensive, focused, sustained instruction to help
them catch up with their peers” (Hock, 2003, p. 29). To overcome the performance gap, Jedges
and Aikenhead (1999) suggest that cross cultural borders need to be taken into account as a
means to improve literacy rates outside of the traditional learning environment. Overcoming
cultural difference is the main defining factor in determining if new meaning is created (Jegede
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and Aikenhead, 1999). School culture is one of the main obstacles for young learners to
overcome. Fatima’s rules (Larson, 1995) includes learners developing coping mechanisms, such
as silence, accommodation, ingratiation, evasiveness, and manipulation; these strategies enable
students to pass a course without learning, which may eventually lead to the rationalization of
dropping out if the learner is pushed too hard (Larson 1995). However, Jegede and Aikenhead
(1999, p. 274) indicate that Fatima’s rules can be overcome by providing teenagers with access
to an engaging VLE.
Literacy skills in the 21st century are evolving and there is much debate on how the
future learning environment will be designed. According to The New London Group, “effective
citizenship and productive work now require that we interact effectively using multiple
languages, multiple “Englishes,” and communication patterns that more frequently cross cultural,
community, and national boundaries” (1996) which translates to multiliteracies which is not
what is typically taught today in education. Opposition to incorporating a VLE as part of an
individual learning plan may come from educators who support the theory that the pendulum will
swing back towards a more traditional form of education that is based on teacher centered
learning.
Our project goals align with a report from the United Nations in 2003 that emphasised,
“literacy is about more than reading and writing – it is about how we communicate in
society.....[C]ommunication in today’s world. Indeed, it is the excluded who can best appreciate
the notion of “literacy as freedom”” (UNESCO, 2003). In 2003, “Think Literacy Success: A
Report of the Expert Panel on Students at Risk in Ontario” indicated two strategies to close the
gap for students who lack literacy skills in their grade level: special education and remedial
action. Special education focuses primarily on modification, whereas remedial action examines
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individual education plans (IEP) (Think Literacy Success, 2003). In British Columbia, “school
districts, libraries, and community organizations are expanding literacy programs and...
collaborating further on other innovative and effective early learning and family literacy
programs” (Read Now BC, 2012, p. 2). The use of the VLE as a mechanism to improve literacy
skills will enable students to work anytime, anywhere as part of an IEP. Therefore the approach
of this VLE is to afford special assistance or remediation strategies to students in developing
literacy skills.
The predominant Virtual Learning Environment (VLE) that will be used for this project
is Modular Object-Oriented Dynamic Learning Environment (Moodle) as it was designed on the
constructivist principle based on the following five principles:
All of us are potential teachers as well as learners - in a true collaborative
environment we are both.
We learn particularly well from the act of creating or expressing
something for others to see.
We learn a lot by just observing the activity of our peers.
By understanding the contexts of others, we can teach in a more
transformational way (constructivism).
A learning environment needs to be flexible and adaptable, so that it can
quickly respond to the needs of the participants within it.
(Dougiamas, 2006)
Not only is Moodle a social constructionist framework, it offers many different modules and
plug-ins to incorporate into the learning environment. This vast array of choices allows teachers
to best meet the various multiple intelligences one might have in any learning community.
Moodle offers applications that tap into visual, auditory, and even kinesthetic learning styles.
Furthermore, it is especially appealing to introverts who generally do not engage in
conversations with their peers. Since our design project is not geared towards one specific
subject (as literacy intertwines itself in all aspects of learning), Moodle is ideal because of its
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multitude of activities and resources. The Moodle environment includes features such as chats,
forums, wikis, workshops (all which enable students to work collaboratively), databases,
surveys, quizzes, questionnaires, books, web pages, links to files or websites, dictionaries, an
interactive glossary, class schedule, assignments, participant profiles, e-mail, and lessons. Also,
Moodle is user-friendly; “It is reasonable to expect that any user with basic computer and
Internet skills will be able to use Moodle” (Mackey, 2010) because it’s designed to function like
a website, with links that lead you to various activities, calendars, course modules, and
resources.
Key Concepts and Contexts
There is conceptual and procedural knowledge that is related to literacy improvement.
The conceptual knowledge is literacy strategies which include reading, writing, technology and
the other aspects of new literacies; however, literacy learning involves knowing skills that can
then be applied for greater understanding, which is procedural in nature. Inquiry and
metacognition skills are also procedural in nature. Reading strategies should be taught through
direct and reciprocal teaching (Alfassi, 2004; Clausen-Grace, 2007; Compton-Lilly, 2007; Frey,
2007) as the knowledge concerning existing literacy skills must be taught and then practiced.
Schema must be further developed to create future prior knowledge, since prior knowledge is so
important to comprehension (Alfassi, 2004). Writing strategies should be taught using the same
methodology, including guided writing process (Patterson, 2005) and opportunities for writing
practice (Main, 2008). Rick VanDeWeghe in “Writing Next and the Power to Teach” (2008),
outlines eleven elements for effectively teaching writing which will be guiding concepts for our
writing-related developments. In a different capacity, inquiry-based activities will be included
because inquiry-based learning has been found to be more effective than prescribed, packaged
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literacy programs since the students are more engaged (Compton-Lilly, 2007; Frey, 2005;
Stripling, 2003). Finally, metacognitive skills are significant for learners to becomes reflective
on their understanding and practices (Main, 2008).
Our design project context is to create a cognitively supportive environment that is a
collection of literacy tools (Owens, 2002) that can bring scaffolded literacy practices to home, in
a fully blended learning environment. Students will build schema to improve their future prior
knowledge and will connect their current prior knowledge as they learn literacy skills (Alfassi,
2004; Diamond, 2006). Social interaction with other learners will be an integral part of the VLE
(Alfassi, 2004; Alvermann, 2006; Clausen-Grace, 2007) as they learn literacy concepts on an as
needed basis while they read with focus.
The learners that we are targeting are high school students who are behind in their
reading/writing skills by two or more grades. According to Hock and Deschler (2003), the
literacy performance gap widens in high school. Although there have been suggestions
advocating the use of rigid or packaged literacy programs to bridge this gap, current research
suggests other strategies. The current perspective on this group of learners focuses on their
disengagement in general with classroom learning. They do not respond well to direct-teaching
and rote-learning. Even though they are avid technology users, they are not necessarily as
proficient in using technology for constructive, educational purposes (Valenza, 2006).
There is one point of contention in academic literature regarding literacy improvement. In
the last ten years, there has been a focus of testing, analysis of results, and teacher-centered
targeted literacy, with the assumption that identifying the areas for improvement and targeting
the instruction will translate into improved results; however, literacy improvement has not been
realized (“Highlights of the Provincial Results,” 2009; “Ontario Student Achievement,” 2010;
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“OSA,” 2004; “Literacy matters for BC,” n.d.). In contrast, inquiry-based learning turns the
focus from “children answering questions” to children “formulating engaging questions and the
participating in various language and literacy experiences to answer them” (Owens, 2002, ¶ 6),
and the students’ literacy improves because of the level of engagement with the task as they
choose their topics, reading materials and inquiry questions.
Regarding this group of learners, we agree that prescribed literacy practices are not
effective. Alvermann (2006) and Clausen-Grace’s (2007) work on inquiry-based literacy with
middle school students suggests that high school aged learners will also be successful.
Furthermore, many learners are disengaged because they find direct-teaching boring. These
students would be more engaged if they had learning choices (Alfassi, 2004; Alvermann, 2006;
Clausen-Grace, 2007). The social aspect of a learning environment is also significant for
teenagers because they are at a stage of life that is marked by the increased importance of social
interaction (Alvermann, 2006; Clausen-Grace, 2007; Vetter, 2010); this social interest could be
utilized in creating a cognitively supportive environment (Owen, 2002) that increases
metacognition through peer feedback (Main, 2008). Boyd (2007) postulates that teenagers are
addicted to social media because “... that’s where my friends are...” or “... I was bored...” (p.
126). The design of the game creates a scenario that connects to this study by Boyd, as it builds
upon teenagers’ desire to be entertained.
Our design will include social features, gaming achievement structure, just-in-time
information areas, student selected reading materials, audio/visual affordances, and reflection
components. Students will be able to socially negotiate through discourse with their peers as well
as the teacher as part of a community of learners. As students proceed through the material, they
will receive feedback on their achievements and proceed to the next level which will give them a
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sense of accomplishment. The just-in-time information areas will serve as scaffolding support for
the multiliteracies that will be incorporated into the VLE which will include audio/video
teaching materials. The interactive design of “Extending Reading and Writing to Home” will
improve literacy rates through student engagement by motivating them to be involved in a
community of learning.
Interactivities
The project for Extending Reading and Writing to Home will use a number of interactive,
dynamic elements which will enable students to work from home as a way of extending their
learning beyond the school environment. As a self-standing blended environment that students
will use in school and at home, Moodle will act as the initial interface for this project. Within
Moodle students will be presented with a game environment loosely based on the reality
television series "The Amazing Race" as there will be challenges and goals students must meet.
By working in groups and individually within this constructivist environment, students will
utilize strategies that have been shown to improve literacy amongst reluctant readers. The
activity mapping for the vertical continent paths and the horizontal skill or concept path is based
on a comprehensive plan to include all key literacy components identified in Think Literacy
(2012). Please see our ERWH Mapping Chart (http://tinyurl.com/510ERWH) for the detailed plan for
our LE. Additional tables containing resources used for our Moodle site are available in
Appendix I.
The LE is organized using a splash page with periodic use button links and continent
content areas with visual link buttons. Students can start their journey by selecting a continent on
the splash page, but they can continue their journey on another day by scrolling down to the
continent content areas to continue where they left off. Students have the opportunity to begin at
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different entry points, according to level of difficulty. The periodic use button links are mostly
for self and peer-support: Introduction (pre-story for their literacy journey), Live Chat (IM peer
support), News (teacher announcements), Open Forum (Q&A peer support), Passbook (badge
rewards), and Team Wiki (group wiki access). The Gamemaker Files will be located at the
bottom of the homepage like a site map as the focus will be on the visual navigation features.
We made particular design choices in order to achieve our concept of a more multimedia
environment with less of a focus of text. All of our activities have just-in-time content areas
which include audio and visual features in the teaching of the content. We have incorporated Hot
Potatoes in the formative learning to allow the student to self-test their progress; although it’s not
a built in feature of the MET Moodle, it is an available plugin for Moodle and we want it to be
built it because the teacher would have access to their scores and have some indication of their
understanding of the material. Although we did not have time to incorporate this element
consistently in the prototype, we would use Voki recordings throughout the content areas as an
audio affordance. There are engaging video instructional materials in the content as well to make
the experience multi-modal. Motivational reward videos were used at the end of each section to
congratulate the student on their progress so far. They are placed at the beginning of the next
activity to be the first thing they see upon leaving the previously completed activity.
Specifically, the interactivities are designed to engage students and increase their facility
with multiple literacies. Having these interactivities presented within a game format will engage
students by allowing them to create the space in ways that are meaningful for them. Teachers
will act as game moderators rather than disseminators of more traditional literacy knowledge.
Students will pursue the knowledge needed to take their team to the next level in the game, and
hopefully, a new level of literacy.
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The student-driven environment is an important aspect of this project. Students will
choose an online persona and interact with other team members, or other players, in a
collaborative environment to attain goals that will be loosely defined but achievable. Students
will be challenged by the tasks they are given, but all the tasks will be achievable. Through a
process of self-reflection and engagement of scaffolded activities, students will be able to
identify what they already know and set goals/targets for what they would like to achieve. The
project will ensure that students are engaged and challenged. We hope to achieve an environment
where students “re-create themselves in new worlds and achieve recreation and deep learning at
one and the same time” (Gee, 2003). A learning environment where students understand why
they are completing the challenges and are motivated to interact and reflect on the game equates
good education.
Inevitably there will be challenges in structuring the interactivities outlined. Since
students will work at a varied pace, the time frame is adaptable to meet the needs of the students.
Throughout the design students will have the opportunity to revisit social forums to check for
comments on their work and to make comments on the work of others. The students will be able
to discuss in class which artifacts they will post on their group wiki. In this blended learning
environment, teachers would assist students with self-regulating their work by prompting them
through an announcement tool as well as in the face-to-face classroom.
In regards to provincial laws concerning student privacy, students will not be asked to
save any information on servers outside of Canada. Teachers will have control over what
applications are used to complete the activities based on their access to paid subscriptions,
software, and Web 2.0 application preference. Although we have stated what we would use,
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there are many other viable alternatives. If students are asked to create a login for another site,
they will be asked to record the information in a personal note in their Moodle profiles.
Verifications
One of the major assumptions in the ERWH project is that students will be able to
transfer the skills and social experiences of social media into manipulating the affordances
inherent in the design. The main goal of constructivism within this project is to think like writers,
not learn how to pass a literacy test (Ardito et al., 2006). Therefore, the verification of the design
must address student satisfaction with the product and formative assessment of improvements in
learners’ literacy skills from the start of the course to the end (De Freitas & Oliver, 2006).
User satisfaction of the ERWH must gauge the student’s ability to use the design
affordances within the game structure. However, Bates and Poole (2003) point out that some
students lack the skills to benefit from an e-learning platform. A recent study postulates that,
“students are not as eager as their lecturers to use the elements of social networks in their courses
and studies” (Holbl & Welzer, 2010). Furthermore, if students have the skills to use the ERWH,
it may “ultimately lead to higher levels of engagement, learning, and success” (Sahin & Shelley,
2008 p. 216) in improving literacy rates. The other key element in the satisfaction survey must be
centered on gauging student enjoyment of using ERWH. Student enjoyment in “education is a
critical factor in their acceptance and use of the online learning environment” (Lee et al., 2005;
Mitchell et al., 2005). Student enjoyment may “lead to further engagement in class activities, and
eventually in higher levels of use of distance learning environments” (Lee et al., 2005; Mitchell
et al., 2005), thus demonstrating that the project is working as designed.
One of the key design affordances of the EWRH is that students cannot move to the next
level without completing a set of tasks. Teachers will be able to use formative assessment to
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generate feedback on student performance to improve and accelerate learning (Sadler, 1998).
Therefore, feedback will be used to enhance the learner’s self-regulation (internal feedback) “as
they monitor their engagement with learning activities and tasks, and assess progress towards
goals” (Nicol & MacFarlane-Dick, 2006, p.206). Furthermore, it is essential that, “self-regulated
learners also actively interpret external feedback, for example, from teachers and other students,
in relation to their internal goals” (Nicol & MacFarlane-Dick, 2006, p.206). Teachers will be
able to step back from the front of the classroom, and become coaches or guides in an
collaborative teaching paradigm, by providing prompt and engaging feedback to enhance the
learning experience found in the gaming environment of the ERWH. In addition, peer feedback
through the collaborative tasks supports self-regulated learners. In the current education
paradigm, there is a need for summative assessment; therefore, when students have completed
their portion of the game, their summative assessment will be applied to their final product based
on growth related to the feedback provided. Their summative mark would be based on their most
recent and consistent achievement.
Reflections
Group Reflection
The process of designing activities specifically for educational purposes is complex and
requires a great amount of planning. When designing the activities for the Extending Reading
and Writing to Home project, there were many elements that needed to be considered. In the
beginning, a number of interactivities that could be incorporated into the project were devised.
Then, specific lessons and learning outcomes for the target learners needed to be addressed.
Since the overall atmosphere for the project was to be game-like, the interactivities, lessons and
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learning outcomes needed to be arranged in such a way that the learners were engaged and
motivated not only participate in the project, but to continue through the learning design.
By engaging in the various set of design activities created, a great amount of learning
took place. As a group of five, cooperation, collaboration, and communication were the first
skills acquired which were essential and came quite easily as all members shared a common
goal: to improve the literacy skills of at-risk students. However, each member has different
teaching philosophies and methods that created somewhat of a challenge in creating consensus
on the direction of the project. Communication was facilitated through the use of various web 2.0
tools, such as Skype and Google Docs. These communication tools were new to some and thus
needed to be learned and used to their full potential. All members learned that Google Docs has
many affordances that allow for various types of activities and learning to occur. Each member
also learned a tremendous amount about the design platform, Moodle. This interface has many
affordances that aid in the functionality, organization, and assessment of the design to improve
literacy skills.
The process of creating the actual activities, keeping in mind how they connect with
literacy and how they will fit into the game design, enhanced the group’s knowledge. By
engaging in and creating the activities selected, the group learned that educational design is a
complex process when all factors are considered. Working together towards a common goal
greatly aided the design process.
Martin Armstrong’s Reflection
In module one of ETEC 510, I tentatively selected which group would be my home for
the duration of the main assignment. Although, I have never worked online with others students
before, the affordances offered through the collaborative tools of Google Docs, not only amazed
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me, but opened my eyes to the possibility of utilizing this Learning 2.0 environment for my
History 12 course. Furthermore, Skype allowed real time collaboration on knowledge creation in
an authentic setting that eased my transition into the world of e-learning. However this made me
reflect on whether students will have access to technology at home and work within the confines
of Moodle, especially those with lower social economic status?
When our group decided to push forward with using Moodle as the learning platform for
our group project, I initially felt overwhelmed. As the project progressed, and as I collaborated
with others, it became apparent that knowledge learning communities utilizing real time
collaboration tools allows novice learners to work in a master-apprentice setting where one
guides the other along. This was the case for my initial introduction in using the basic
affordances offered in Moodle. By no means have I mastered Moodle, but this experience has
allowed me to construct the principle knowledge base necessary to feel comfortable in
navigating and adding assignments in Moodle. However, will students be able to comfortably
navigate Moodle or do they need an introduction course into the learning platform? Furthermore
will the game we designed entertain students enough to promote learning? These questions can
only be truly answered when the game is used for its intended purpose.
However, working in a collaborative e-learning community with advanced learners
allows the sharing of ideas and experiences that focus the group on a common goal, the
completion of the project. The whole experience working with fellow students has sparked my
curiosity where twenty-first century learning will take us. Are we truly on the verge of a
paradigm shift in education or just reinventing the wheel?
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Lynnette Earle’s (Harbison) Reflection
This particular set of design activities provided me with various learning experiences.
Once our group had been created and we decided upon a topic, we spent a number of hours on
both Skype and Google Docs to discuss our own ideas and opinions and figured out how to meld
them together into a cohesive project that achieved our common goal: to improve the literacy
skills of at-risk students. While engaging in Google Docs with four other people and talking on
Skype simultaneously, I learned that much can be accomplished with these Web 2.0 tools. I
learned that Google Docs has many more applications than a simple document option.
From this point, we delegated tasks and researched various options for our specific design
activities that we planned to incorporate into our Moodle site. Once we had concrete ideas for
our interactivities, we began working with and manipulating our Moodle site, the interface of
choice because we felt that it offered more affordances for learning and had the ability to create
the projected game-like environment. I would first characterize my experience with Moodle as a
journey that had some bumps and many roads, some of which I chose not to explore due to lack
of time and pre-warnings not to attempt. Once my frustrations were overcome, my Moodle
experience improved and could be described as learning how to do a sport; the more I “played”
the easier and more comfortable I became.
In general, Moodle is a fairly easy to use LMS. From a designer’s point of view, I would
say that it does not quite meet my expectations within the ease of use category according to the
SECTIONS Framework. From a student’s point of view, Moodle seems to be quite easy to
navigate as long as the designer properly links everything together. I have both enjoyed and been
frustrated by Moodle; however, my frustrations have enhanced my learning experience.
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Overall, my engagement with the various set of design activities used, has strengthened
my skill set as both a learner and teacher. The entire process of collaborating with peers in an
eLearning environment has been enlightening and has given me ideas to use within my own
teaching environment.
Jerry Mah’s Reflection
In writing this reflection, several elements became apparent to me in the pursuit of
creating this project.
Based on the virtual nature of our communication, it was difficult at times to articulate
and understand each other’s viewpoint. Having the opportunity to meet face to face would have
been advantageous for demonstrating an idea or concept.
Subsequently, members would implement or perceive information differently, which
required rework at times. It also produced great results, by enhancing our work and
implementing an innovative feature within our environment.
I felt that we generally had good communication and were able to work with one another
in a collaborative manner. It was quite apparent to me that good group dynamics can play an
important part in how the project is implemented and the actualized progress. I felt that as a large
group of five individuals, we were able to proceed and accomplish tasks with minimal friction.
This spoke to how we as group members got to know one another and as time progressed; started
to become more of a community.
We used many collaboration charts and documents to help track our work. Even with the
use of these tools, the complexity of the project could be daunting and difficult to understand. As
members developed portions of our environment, this elaborate nature became a greater concern.
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Lastly, there are many features that were not actualized due to technical or time
constraints. I felt that there were elements laid out in our project proposal that would have
greatly benefited our project design. One of the design elements I felt was missing was a way for
students to see how they jump through challenges and proceed with different pathways. I also
felt that the reward system would have been a feature that could help motivate and engage
students.
Kimberly Wagner’s Reflection
Through participation in this group project, I have gained technology communication
skills, and further developed collaborative skills and use of software / Web 2.0 applications.
Our group used Skype and Google Docs to communicate which we did frequently during
the course to coordinate our individual thinking concerning our LE. Communicating without
visual cues can be awkward, but it got easier over time. We typically started with an individual
share which led to further discussion and decision making. It took time to clarify each member’s
vision of the project and to coordinate those visions into one concept. Each time we met, it was
important to clarify our current direction based on our previous agreed upon ‘homework’.
I feel that we worked very well as a large group of five. Even though there were more
perspectives to coordinate and sharing time took longer than with three or four people, we were
all willing to listen to everyone and discuss varying viewpoints productively and come to a
consensus in the same meeting. Over time, as we got to know each other better, it was a
comfortable experience and even a fun endeavor.
As a result of this project experience, I increased my knowledge of various software and
Web 2.0 applications. I was already familiar with the previous version of Moodle, so there was a
small learning curve in terms of using the new functions. The challenge was to determine how to
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EXTENDING READING AND WRITING
use the shell to create a highly visual, multimedia environment. In experimenting with Paint, I
learned that it is a more functional program that I had realized; it was extremely useful for
creating original graphics. Creating the instructional videos using Photo Story 3 and Audacity
(for first splicing together audio) had a timing learning curve. The reward videos were made
using PowerPoint and Camtasia. After using both processes, I would use Photo Story 3 for all
video needs because quality is not lost in the recording, the functions are simpler, and it produces
a high quality result. Unfortunately, some quality is lost in the upload to YouTube, so it was
difficult to produce the crisp visuals that we would want to have in our LE. It was a multi-step
process to include video affordances. Finally, Voki is an online application for recording voice to
be delivered by an Avatar. I included these in the content area so that students could listen to the
content on a page. Unfortunately, they could not be embedded on a Google Docs page, so they
had to be clickable links that opened in a new window. We wanted them to play within the same
window.
The main challenge for me was to keep refocusing on our plan to include audio and video
affordances because I tend to lean towards text since it’s easier and takes less time; however,
since it was a key part of our design, I wanted to focus my attention in this area.
Charles Young’s Reflection
Working as part of a group can be a challenge at the best of times. Each member brings a
different set of personal traits, a different skill set and a different body of knowledge to the mix.
Endeavouring to create a project without really knowing any of the other members and using
electronic media to communicate, collaborate and coordinate all of the activities adds a layer of
complexity especially for those of us who have never worked in this way. This experience has
made me consider what I have to do to engage students in a similar learning experience.
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EXTENDING READING AND WRITING
The first thing that comes to mind when thinking of student interactions that I would like
to foster, is reading online. I find it difficult and I’m a pretty good reader. There is something
different in the interaction between paper medium and the reader than there is with electronic
media and the reader. This in itself is a huge consideration when dealing with students who are
likely not very sophisticated readers. While I want my students to become good, sophisticated
readers, I have to recognise that the skills they bring with them into my teaching environment,
electronic or physical, are vastly different than my own.
One of the challenges I felt was trying to design material that forced me to think outside
of my own box, so to speak. I’m not sure I quite managed to think far enough outside of how
I’ve done things in the past. It feels as though I’ve done nothing more than re-create worksheets
and presented them as though this will somehow be an engaging experience for students. While
the readings in the course have been great and opened up ways of seeing things in a new ways, I
still have to do some work to apply theory to practice. It has helped that the other members of the
Extending Reading and Writing to Home (ERWH) group have much more experience with
various media and online collaboration tools. Because of my need to “catch up” with the tools
our group used, it illustrates for me the scaffolding I will have to do with my students when I
first try to involve them with a robust learning experience.
The “Serious Play” assignment we did earlier in the course was significant for me during
this group project. The one thing that stands out most for me was the comment that students have
been known to “cheat” at games by searching for knowledge that they would likely only
encounter in a subject area classroom. For me, this sort of cheating is not only acceptable, it is
desirable. In our ERWH project, it is hoped that we have created interactivities and material that
students would find worthy of this sort of cheating.
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EXTENDING READING AND WRITING
While there is a need to provide scaffolding activities for students, there is also the need
for a lot of scaffolding for teachers who would like to engage students in effective online
learning. During the project, I found myself wanting very much to be better at creating Flash
animations, online video, even simple scripting or web development. I have built numerous
websites over the years, but those were in simple HTML for the most part. As the web and the
ways that people interact with the web changes it requires that those who wish to use the tools
must first learn about them. It seems students are often using the latest and greatest tools for
interaction long before some of us know about them or can figure out a way to use them in our
teaching.
If this project was to continue and evolve, I feel that having students’ feedback is
essential. The true measure of successful engagement would their assessment of the various
elements in the project. Often, as teachers, we forget that the learner is as important as the
teacher.
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EXTENDING READING AND WRITING
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Appendix I
Application List
Application Features Notes
Adobe Fireworks CS
3
Graphics program used for web
ready images.
Image Map Creator for
Continents Map - can be used
by students (along with
Photoshop) to create team
picture for wiki
Audacity An audio program for recording and
editing sound.
Used to create audio for
instructional videos in LE and
will be used for students for
creative production in later
continents.
Background
Generator
Helped students with the creation of
the background for their character.
bubbl Concept map / Mind Map creation
tool
Used with students for
demonstrating understanding &
organizing thoughts -
content/artifact creation
Camtasia A screen capture program for
recording PowerPoints.
Used in the process of creating
reward videos.
Character Generator Allowed for student creation of the
"game character" through an image
or avatar.
level of difficulty choices
Comic Life 2 Comic/Cartoon/Graphic novel
creation program
Used for creating the
introduction to Dominate Your
Literacy - students can also use
it for artifact creation
Glogster A unique social network based on
the creation and sharing of Glogs -
interactive posters loaded with text,
graphics, music, videos, and more.
or other comparable software
that doesn’t require a login or
storage of information on an
American server
Google Docs A collaborative documents site. Used for group writing our
paper, creating the content
areas, and providing handouts
to students.
Microsoft Office Document creation PowerPoint and Word creation,
prior to uploading to Google
Docs and for students to create
content with.
minmeister Concept map / Mind Map creation
tool
Used with students for
demonstrating understanding &
organizing thoughts -
content/artifact creation
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EXTENDING READING AND WRITING
Moodle A LMS that has numerous functions. We used pages, files, Hot
Potatoes, wikis, and forums.
Paint A simple graphics program for
creating original graphics.
Used to create all of the
graphics except the splash page
map.
Photo Story 3 A photo presentation program for
creating short movies that uses still
images, transitions, and audio
recording / importing.
Use to create instructional
videos within the Moodle
environment. It will also be
used by students to create
products in the later continents.
Read Write Think -
Timeline
Timeline Tool Used with students for the
creation of a timeline - artifact
of their learning for the wiki
spiderscribe Concept map / Mind Map creation
tool
Used with students for
demonstrating understanding &
organizing thoughts -
content/artifact creation
Story Creator 2 A comic creator program for
creating cartoons.
or other comic creator like
Bitstrips, Comic Life or Toon
Doo
Time Glider Timeline Tool Used with students for the
creation of a timeline - artifact
of their learning for the wiki
UBC Timeline 2.0 Timeline Tool Used with students for the
creation of a timeline - artifact
of their learning for the wiki
Voki An avatar object that can be
embedded on a webpage. Use a
voice or record your own voice.
(http://www.voki.com)
Used as an audio affordance in
the content areas so students
could listen to the content.
Resource List
Resource Link/Access Use & Notes
Digital Novel:
inanimate alice
http://www.inanimatealice.com/ Students will view/read the four
digital novel episodes.
Handout:
BillBear4Kids
(Storyboard Sheet)
http://www.billybear4kids.com/Lear
n2Draw/storyboard.shtml
Students will print this
storyboard sheet for planning
their digital story.
Handout:
Read.Write.Think.
(Acrostic Writing
Task)
http://www.readwritethink.org/files/r
esources/lesson_images/lesson391/A
crostic.pdf
Students will write an acrostic
poem by following the handout.
Handout:
Read.Write.Think.
(Cinquain Graphic Organizer)
http://www.readwritethink.org/files/r
esources/lesson_images/lesson43/R
WT016-2.PDF
Students will use this handout for
writing a cinquain poem.
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EXTENDING READING AND WRITING
Handout:
Read.Write.Think.
(Haiku Evaluation
Rubric)
http://www.readwritethink.org/files/r
esources/lesson_images/lesson1072/
haiku_evaluation.pdf
Students can use this handout as
a guide for writing their Haiku
poem.
Handout:
Read.Write.Think.
(Haiku Starter)
http://www.readwritethink.org/classr
oom-resources/printouts/haiku-
starter-30697.html
Students will use this handout for
writing a Haiku.
Handout: Reading Art
(Plot Chart)
http://readingart.info/Plot_Chart_Ha
ndout.htm
Students will use this plot chart
for writing their Flash Fiction
story.
Interactive: acrositc
poems
http://www.readwritethink.org/files/r
esources/interactives/acrostic/
Students will write their own
acrostic poems and print them.
Interactive: ETTC
Web (Instant Poetry
Forms Generator)
http://ettcweb.lr.k12.nj.us/forms/new
poem.htm
Students will use this poetry
form generator to write a Haiku
or cinquain poem.
Interactive: PBS
(Haiku Generator)
http://www.pbs.org/parents/creativit
y/ideas/haiku.html
Students will use this flash
activity to write a Haiku and
print it.
Short Story:
Possibility of Evil
http://www1.ccs.k12.in.us/teachers/d
ownloads/cms_block_file/38813/file
/28271
One of four choices for students
to read in the NA fiction reading
challenge
Short Story: Sunday
in the Park
http://www1.ccs.k12.in.us/teachers/d
ownloads/cms_block_file/38813/file
/52247
One of four choices for students
to read in the NA fiction reading
challenge
Short Story: The
House of the
Scorpion King
school resource One of four choices to students to
read in the SA fiction reading
challenge
Short Story: The
Most Dangerous
Game
http://www1.ccs.k12.in.us/teachers/d
ownloads/cms_block_file/38813/file
/28269
One of four choices for students
to read in the NA fiction reading
challenge
Short Story: The
Scarlet Ibis
http://www1.ccs.k12.in.us/teachers/d
ownloads/cms_block_file/38813/file
/57004
One of four choices for students
to read in the NA fiction reading
challenge
Short Story: The
Stolen Party
school resource One of four choices to students to
read in the SA fiction reading
challenge
Short Story: The
Third Bank of the
River
school resource One of four choices to students to
read in the SA fiction reading
challenge
Short Story: Tuesday
Siesta
school resource One of four choices to students to
read in the SA fiction reading
challenge
Web Resource: What
are Jot Notes?
http://www.tvdsb.ca/webpages/webs
tert1/files/how%20to%20write%20j
ot%20notes1.pdf
A resource to remind students of
what Jot Notes are
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EXTENDING READING AND WRITING
Website: Adbusters http://www.adbusters.org/content/ab
solut-ice
Students examine cultural jams
Website: Alan Harris
Poetry
http://www.alharris.com/poems/sftf.
htm#HaikuPoems
Students will read poems on this
site that has audio for many of
the poems in a poetry lesson.
Website: Books
Should Be Free
http://www.booksshouldbefree.com/ A free resource with a plethora of
audio books
Website: Children's
Literature ("The
Broken-Legg'd Man")
http://www2.nkfust.edu.tw/~emchen
/CLit/Broken-legged_Man.htm
Students can read the poem with
the accompanying audio made
with Voki.
Website: Dictionary
(Examples of Haiku
Poems)
http://examples.yourdictionary.com/
examples-of-haiku-poems.html
Students can read more
information and examples of
Haiku poetry.
Website: Education
Oasis (Character
Maps, various)
http://www.educationoasis.com/curri
culum/GO/character_story.htm
Students can print and use a
character map to describe a
character.
Website: Elements of
the Short Story
http://staff.fcps.net/tcarr/shortstory/p
lot1.htm
Explains the different elements
of a short story
Website: Famous
Examples of Haiku
Poetry
http://www.edu.pe.ca/stjean/playing
%20with%20poetry/Hennessey/exa
mplesofHaiku.htm
In a poetry lesson, students will
read famour Haiku poems on this
site which has accompanying
images.
Website: Flash
Fiction Online
http://www.flashfictiononline.com/ Students will read examples of
flash fiction on this Web 2.0
writing site. They will also be
able to access other Flash Fiction
writing sites listed here.
Website: Flash
Writing
http://www.flashwriting.com/2012/0
3/07/12-articles-on-writing-flash-
fiction-you-should-check-out/
Students will read one of the 12
articles listed here about writing
flash ficiton.
Website: Free Digital
Photos (various
images)
http://freedigitalphotos.net Images from this site were used
in the lessons. Students will also
be encouraged to use it and give
credit to the source.
Website: gage
Cengage Learning
(Poet's Corner,
Explanation "The
Raven")
http://www.gale.cengage.com/free_r
esources/poets/poems/raven_ex.htm
Student can read a line by line
explanation of "The Raven" for
literacy support.
Website: How the
Space Race Worked
http://science.howstuffworks.com/sp
ace-race.htm
One of four choices for students
to read in the NA non-fiction
reading challenge
Website: How to
Make a Timeline
http://www.socialstudiesforkids.com
/articles/howtomakeatimeline1.htm
One of four choices for students
to read in the NA non-fiction
reading challenge
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EXTENDING READING AND WRITING
Website: Internet
Movie Database
(Vincent Price)
http://www.imdb.com/name/nm0001
637/
Students can read more about
Vincent Price.
Website: Poetry
Foundation ("The
Cremation of Sam
McGee")
http://www.poetryfoundation.org/po
em/174348
Student can read the poem while
they listen on Youtube.
Website: RCampus
(Flash Fiction Rubric)
http://www.rcampus.com/rubricsho
wc.cfm?code=Z7398A&sp=yes&
This rubric is embedded in a
Moodle page. It will be used by
students as a guide for their
creative writing.
Website: Sound Bible http://soundbible.com/ Used to create audio / video
recordings for the site as there
are free to use and royalty free
sounds available.
Website: Space Race http://library.thinkquest.org/21149/e
xploration/spacerace.htm
One of four choices for students
to read in the NA non-fiction
reading challenge
Website: Space Race:
An Exhibition at the
National Air and
Space Museum
http://www.nasm.si.edu/exhibitions/
gal114/gal114.htm
One of four choices for students
to read in the NA non-fiction
reading challenge
Website: Teachers
First ("The Raven"
An Interactive Study
Resource)
http://www.teachersfirst.com/lessons
/raven/start-fl.cfm
Students can interact with the
poem to better understand the
language and figurative
language.
Website: The
Difference Between
Fiction and Non-
Fiction
http://library.thinkquest.org/5002/Ba
sic/ficnf.htm
Explains fiction & non-fiction
Website: The Space
Race
http://www.history.com/topics/space
-race
One of four choices for students
to read in the NA non-fiction
reading challenge
Website: WebExibits
(Poetry through the
Ages)
http://www.webexhibits.org/poetry/e
xplore_famous_haiku_examples.htm
l
Students can read more
information and examples of
Haiku poetry.
Website: Welcome to
Mexico
http://home.freeuk.net/elloughton13/
mexico.htm
Aztec reading resource - easier
Website: What are Jot
Notes?
http://www.pembinatrails.ca/bairdm
ore/Life%20Cycles%20Webquest/jo
t_notes.htm
Jot Note Resource
Website: Wikipedia
(Robert W. Service)
http://en.wikipedia.org/wiki/Robert_
W._Service
Students can read about the poet.
Website: Wikipedia) http://ccit300-
f06.wikispaces.com/Culture+Jammi
ng
Students reconnect with what is a
cultural jam
34
EXTENDING READING AND WRITING
Website: Yale Aztec
Reading Resource
http://www.yale.edu/ynhti/curriculu
m/units/1999/2/99.02.01.x.html
Aztec reading resource -
challenge
YouTube Video:
Flocabulary - Five
Things (Elements of a
Short Story)
http://www.youtube.com/watch?v=c
6I24S72Jps
Students will watch this video as
an introduction to the short story
elements as an attention getter
before going into specific detail
on plot.
YouTube Video:
Master Chief’s Guide
to Cultural Jamming
http://www.youtube.com/watch?v=z
8eRY_uxWt0
YouTube Video: Mr.
Knowitall Plot
Diagram
http://www.youtube.com/watch?v=n
cUcwA6SYFQ
Students will review the plot
elements by watching this video
in a Flashy Fiction lesson.
YouTube Video: Plot
Structure
http://www.youtube.com/watch?v=8
93ctvhx4wA&context=C4624241A
DvjVQa1PpcFMRE3jZJUGkuNhPR
XUFpxE2MgFPFHTokjE=
Students will watch this video
that I created and uploaded to
YouTube for the flash fiction
lesson.
YouTube Video: The
Cremation of Sam
McGee
http://www.youtube.com/watch?v=6
lBkuz1TlVc
Student can listen to the poem
and watch the accompanying
images / video.
YouTube Video: The
Plot Rap Verse
http://www.youtube.com/watch?v=u
T8-mTP3TPA
YouTube Video: The
Raven - Simpsons
http://www.youtube.com/watch?v=L
lgQQgDhH7U
Students can watch this pop
culture version of the poem.
YouTube Video: The
Raven Read by
Vincent Price
http://www.youtube.com/watch?v=2
7ZvwQd-wXw&feature=fvst
Students can watch this
dramatized reading of "The
Raven."
YouTube Video:
What is Character
http://www.youtube.com/watch?v=v
-LqkH37mKc
Students can watch this video on
personal character to see the
connection between real
character and fictional character.