Technology Integration class #1 2011


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Technology Class presentation to class at Fordham Uniersity, It is meant for classroom teachers to broaden understanfing of integrating technology into teaching and learning.

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  • rationale for using educational technology: Elements of a rationale for using technology in education include: increased motivation, unique instructional capabilities, support for new instructional approaches, increased productivity, and required skills for an information age (technological literacy, information literacy, and visual literacy). The research rationale for using technology in teaching is documented at the CARET website.
  • The Technology Integration Planning Model: This model is designed to help teachers (especially those new to technology) plan for effective classroom uses of technology. The model consists of five phases:TIP Model Phase 1: Relative advantage — Deciding on instructional problems and whether or not a technology-based solution would be better than other ways of addressing the problems. (See five questions at the CARET web site that teachers can ask to determine if technology-based methods have potential for impact on student learning.) Tip Model Phase 2: Objectives and assessments — Stating desired outcomes in terms of better student achievement, attitudes, and performance; matching appropriate assessment strategies to each outcome. (See especially from Kathy Schrock's Guide for Educators for good samples of assessment instruments.) TIP Model Phase 3: Integration strategies — Deciding on teaching activities that incorporate technology resources to enhance student learning. (For some ideas for directed, constructivist, and combination strategies, look at the Blue Web 'N website, a collection of links to outstanding online lessons.) TIP Model Phase 4: Instructional environment — Deciding on resources and conditions to put into place to support the activities. TIP Model Phase 5: Evaluation and revision — Collecting achievement data and other information to determine if the activities were successful in meeting desired outcomes, and what could be improved next time.
  • A computerized model of a real or imagined system designed to teach how the system works.There are two types of simulation:Physical simulations – allow users to manipulate things or processes represented on the screen.Interactive simulations – speed up or slow down processes that usually happen so slowly or so quickly that students could not ordinarily see the events unfold. For example – change in demographics of population growth or effects of environmental factors on ecosystems; genetics simulations let students pair animals with given characteristics and see the resulting offspring.There are two types of simulation:Simulations that teach about somethingPhysical simulationsInteractive simulationsSimulations that teach how to do somethingProcedural simulations – teach the appropriate sequence of steps to perform certain procedures These include diagnostic programs in which students try to identify the sources of medical or mechanical problems – e.g.. flight simulationsSituational simulations – give students hypothetical problem situations and ask the to react – e.g. playing the stock market, operating a business
  • CriteriaAppealing formats and activitiesInstructional valuePhysical dexterity is reasonableMinimum violence and aggressionClassroom UseIn place of worksheets and exercisesTo teach cooperative group working skillsAs a reward
  • Technology Integration class #1 2011

    1. 1. Educational Technology<br />Foundations of Effective <br />Technology Integration<br />Theory and Practice<br />
    2. 2. What Is Technology?<br />Computers<br />Hardware, software<br />Media<br />Voice, video, interactive media<br />The Internet<br />Web 2.0<br />
    3. 3. What Is Educational Technology?<br />Educational technology is a combination of the processes and tools involved in addressing educational needs and problems, with an emphasis on applying the most current tools.<br />Instructional technology deals directly with teaching and learning.<br />
    4. 4. Why Use Technology?<br /><ul><li>Motivation
    5. 5. Enhanced instructional methods
    6. 6. Increased productivity
    7. 7. 21st Century Skill Development
    8. 8. Did You Know?</li></li></ul><li>21st Century Skills<br /><ul><li>Creativity and Innovation
    9. 9. Communication and Collaboration
    10. 10. Research and Information Fluency
    11. 11. Critical Thinking, Problem Solving & Decision Making
    12. 12. Digital Citizenship
    13. 13. Technology Operations and Concepts</li></li></ul><li>What Is Technology Integration?<br />Technology integration refers to:<br />Understanding all of the 21st Century skills and technologically integrating them into the everyday learning of our children.<br />It is the use, in and out of the classroom, of every type of media to prepare our children to take their places in the global community.<br />It is constructivist learning.<br />
    14. 14. Constructivist = Inquire-based Technology Integration<br />Concepts to be learned are abstract and complex; Hands-on, visual activities are essential to see how concepts apply to real world problems.<br />Teachers encourage collaboration and/or allow alternative ways of learning and showing competence.<br />There is time to allow unstructured exploration to motivate students and help them discover their own interests.<br />
    15. 15. Technology Integration Planning Model - TIP<br />Phase 1 – Why should I use a technology based method?<br />Phase 2 – How will I know students have learned?<br />Phase 3 – What teaching strategies and activities will work best?<br />Phase 4 – Are essential conditions in place to support technology integration?<br />Phase 5 – What worked well? What should be improved?<br />
    16. 16. Software<br />
    17. 17. Instructional Software<br />Programs designed specifically to deliver instruction or support learning.<br />They serve one or more to these functions:<br /> - Drill and practice<br /> - Tutorial<br /> - Simulation<br /> - Instructional game<br /> - Problem solving<br />
    18. 18. Drill and Practice<br />Students work example items, usually one at a time and receive feedback on correctness<br />FastMath<br />Earobics<br />
    19. 19. Simulation Software<br />A computerized model of a real or imagined system designed to teach how the system works.<br />There are two types of simulation:<br />Simulations that teach about something<br />Physical simulations<br />Interactive simulations<br />Simulations that teach how to do something<br />Procedural simulations<br />Situational simulations<br />
    20. 20. Simulations<br />SimCity 4 <br />Oregon Trail <br />Operation Frog Deluxe <br />
    21. 21. Instructional Game<br />Software designed to increase motivation by adding game rules and/or competition to learning activities.<br />Math Blaster <br />Carmen Sandiego<br />Math Games – publishers of textbooks<br />
    22. 22. Problem Solving<br />Alien Rescue<br />The Geometer’s Sketchpad<br />Logical Journey of the Zoombinis<br />Thinkin’ Things <br />Math Mission <br />
    23. 23. The Basic Three<br />Word processing: creates documents of pages with text and graphics<br />Spreadsheet: puts numerical information in row/column format; allows quick calculations; creates graphs for analysis<br />Presentation: displays information for an audience; outlines important facts; creates interactive learning <br />
    24. 24. Productivity Applications<br />For word processing: creating handouts or other instructional materials, lesson plans and notes, reports, forms, letters to parents or students, flyers, and newsletters.<br />For spreadsheets: keeping club and classrooms budgets, preparing performance checklists, and keeping grade books.<br />For presentations: displaying information for student response; to question or perform required tasks; to synthesize information.<br />
    25. 25. Teaching and Learning Tasks<br />For word processing: Supporting the learning of writing processes, using a dynamic group process approach, assigning individual language, writing, and reading exercises, and encouraging writing across the curriculum <br />For spreadsheets: Making possible visual teaching demonstrations; and supporting student products, mathematical and what if? problem solving, storing and analyzing data, and projecting grades <br />For presentations: displaying research; interactive teaching of main ideas; student display of projects. <br />
    26. 26. Hands-on Technology Session<br />WORD : create a teacher newsletter template<br />EXCEL: create an interactive graph<br />WEB 2.0: Wordle<br /> Social Bookmarking<br />Diigo<br />