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The purpose of this session is to introduce educators to a podcast-based curriculum and resources that can be used to provide students with opportunities to experience engaging content, inquiry-based exploration, and creative expression.
By the end of this session, attendees will…
- Learn how to use a variety of pedagogically sound practices to incorporate podcasts into their classroom.
- Create a simple, one-minute podcast that shares their own story.
- Be introduced to podcasts and ready-made lesson plans from Gen-Z Media (a Peabody Award winning podcasting company) and other educator/student created resources (HyperDocs, student-created podcasts/examples, etc.) that are aligned with content/standards.
Introduction: More Than Pressing Play (5 Minutes)
How We Use Gen-Z Media Podcasts
- Attendees will listen to a brief snippet of a podcast from Gen-Z Media and will be shown actual student reflection and work samples based on the episode. (5 minutes)
Discussion on how and why students have the ability to move beyond simply consuming media and become creators and the role of podcasting in this paradigm shift (5 minutes) .
Teachers will be directed to the session resource page and the new gzmclassroom.com page and then shown the educator designed and content aligned resources on the site (5 minutes) .
Share free graphic organizers & templates (made in Google Drive, Adobe Express, and OneDrive) that students can use to plan, write, and record their own podcasts. This includes tutorial videos for teachers and students. (5 minutes)
Testimonial
- A fifth grade student will share (virtually) their experience with Gen-Z Media’s podcasts. This guest will talk about their experience creating a podcast during this school year (5 minutes)
Your Turn (30 minutes)
- Attendees will practice an in-classroom character profile activity using Adobe Express and choice boards after listening to an episode of the Six_Minutes podcast. (15 minutes)
- Teachers will partner up and create and share a simple podcast episode (15 Minutes)
Lawson, Anton E., and Robert Karplus. “The Learning Cycle.” A Love of Discovery, 2002, pp. 51–76., https://doi.org/10.1007/978-94-007-0876-1_4.
Fuller, Robert G. “‘Don't Tell Me, I'll Find out’ Robert Karplus—a Science Education Pioneer.” Journal of Science Education and Technology, vol. 12, no. 4, 2003, pp. 359–369., https://doi.org/10.1023/b:jost.0000006340.89395.e6.
Robert Karplus’ development of the Learning Cycle is based on the work of Piaget and the theoretical foundation of constructivism, allowing for students to engage in active critical thinking where they are allowed to formulate their own understanding of a concept.
The Learning Cycle Karplus and his colleagues developed has three parts:
Exploration – pupils learn through their own actions and reactions with minimum guidance. The learners are expected to raise questions they can’t answer with their present ideas or reasoning patterns.
Concept Invention (explain) – the concept is introduced and explained with help from the teacher.
Concept Application – the concept is applied to new situations and its range of applicability is extended. Learning is achieved by repetition and practice so that new ideas and ways of thinking have time to stabilize. (Atkin, Karplus, 1960)
The digital curriculum shared in this session was developed with this Cycle of Learning at its core. When designing a digital lesson, in the hopes of making it more than just a digital worksheet, including effective structure enables teachers to create meaningful learning experiences that have the potential to reach multiple learners. It moves passive learning to an active one.