Monday, February 23, 2009
Journal 2: Museums in the Classroom
Journal 2: Museums in the Classroom
Reissman, R.. (2009). Museums in the Classroom. Learning and Leading with Technology, 38. Retrieved February 23, 2009 from:
http:www.learning and leading-digital.com/learning-leading/200902
Museums in the Classroom is a thorough yet concise rendering of how students are able to virtually visit a museum, regardless of its location. The article provides students with a forum to integrate pictures in the classroom at no cost! Teachers also benefit as they are offered a variety of supplementary materials such as guides, planners, and suggestions for student collaboration. Students can even plan for a museum opening with the actual gala of the occasion, even though in their own classroom. Plus, one can check out a cybermuseum long before and after an actual museum opens and closes in the privacy of home. Student engagement is crucial, and with this taste of realia, one would be hard pressed not to become interested!
Resource Central Museum Resources (www:resourcehelp.com/qsermuseum.htm) serves as search engine for various sciences, history, and even math. Students are able to download and subsequently display banners and souvenirs as well as design entry tickets and guest registries.
One need not look far for a glossary of museum terminology which is offered via Discovering the Museum Glossary (www:albanyinstitute.org/Education/Discovering)
and a medium in which to provide tours for peers or school staff through the Great Museums site (www:greatmuseums.org/virtual_museums.html).
Most students dream of travel one day; however, the cost of going abroad is definitely a factor. Now, students can virtually travel the world, in so doing, access content and become more computer literate.
1. How can students access virtual museums with limited number of computers in the classroom?
Most schools, especially high schools, have computer labs which accommodate large groups of students. Prior to their arrival, teacher instruction and subsequent modeling
should be done in order to students to best utilize computer time. Groups should be arranged, specific tasks determined, and independent practice defined prior to the lab activities.
2. What about the exorbitant cost of downloading colored pictures, documents, souvenirs and admission tickets and teacher materials?
Here’s where a student fund raiser could be extremely helpful, especially with the present supplies budget frozen. Prior to visiting the computer lab (at the very onset of the project), students will ascertain what materials they need to complete their projects. For example, colored paper, ink cartridges, etc. Collaboratively, the class will have a raffle, sale (See’s Candy) or other type of fund raising activity to cover the costs of materials needed to create a full blown classroom museum.
Reissman, R.. (2009). Museums in the Classroom. Learning and Leading with Technology, 38. Retrieved February 23, 2009 from:
http:www.learning and leading-digital.com/learning-leading/200902
Museums in the Classroom is a thorough yet concise rendering of how students are able to virtually visit a museum, regardless of its location. The article provides students with a forum to integrate pictures in the classroom at no cost! Teachers also benefit as they are offered a variety of supplementary materials such as guides, planners, and suggestions for student collaboration. Students can even plan for a museum opening with the actual gala of the occasion, even though in their own classroom. Plus, one can check out a cybermuseum long before and after an actual museum opens and closes in the privacy of home. Student engagement is crucial, and with this taste of realia, one would be hard pressed not to become interested!
Resource Central Museum Resources (www:resourcehelp.com/qsermuseum.htm) serves as search engine for various sciences, history, and even math. Students are able to download and subsequently display banners and souvenirs as well as design entry tickets and guest registries.
One need not look far for a glossary of museum terminology which is offered via Discovering the Museum Glossary (www:albanyinstitute.org/Education/Discovering)
and a medium in which to provide tours for peers or school staff through the Great Museums site (www:greatmuseums.org/virtual_museums.html).
Most students dream of travel one day; however, the cost of going abroad is definitely a factor. Now, students can virtually travel the world, in so doing, access content and become more computer literate.
1. How can students access virtual museums with limited number of computers in the classroom?
Most schools, especially high schools, have computer labs which accommodate large groups of students. Prior to their arrival, teacher instruction and subsequent modeling
should be done in order to students to best utilize computer time. Groups should be arranged, specific tasks determined, and independent practice defined prior to the lab activities.
2. What about the exorbitant cost of downloading colored pictures, documents, souvenirs and admission tickets and teacher materials?
Here’s where a student fund raiser could be extremely helpful, especially with the present supplies budget frozen. Prior to visiting the computer lab (at the very onset of the project), students will ascertain what materials they need to complete their projects. For example, colored paper, ink cartridges, etc. Collaboratively, the class will have a raffle, sale (See’s Candy) or other type of fund raising activity to cover the costs of materials needed to create a full blown classroom museum.
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I agree with doing fundraisers to be able to provide students will everything they need. If the overall budget doesn't allow for certain items, writing for grants, putting together a foundation, requesting donations and fundraising are all great ways to get more money into the classroom!
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