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Technology In The Classroom

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  • 1. Technology in the Classroom Lori Elliott EDA 725
  • 2. Students in the 21 st Century
    • Today’s students – K through college – represent the first generations to grow up with the new technology. They have spent their entire lives surrounded by and using computers, video games, digital musical players, video cams, cell phones, and all the other toys and tools of the digital age. Computer games, email, the Internet, cell phones, and instant messaging are integral parts of their lives.
    • - Marc Prensky (2001)
  • 3.  
  • 4.  
  • 5.  
  • 6.  
  • 7. Are you a digital immigrant?
    • Test your knowledge
  • 8. Purpose
    • The purpose of this project is to investigate the need for technology in the classroom. This need is based upon learning theories. The purpose is also to provide suggestions for appropriate use of technology in the classroom.
  • 9. Learning Theories
    • Howard Gardner: Multiple Intelligences
    • Carol Ann Tomlinson: Differentiated Instruction
    • Robert Marzano: Classroom Instruction that Works
    • Using Technology with Classroom Instruction that Works (2007)
  • 10.                                                                                                                                               
  • 11. Review of Literature
    • Marc Prensky: Coined the terms digital native and digital immigrant
    • www.marcprensky.com
    • Eric Jensen: A Fresh Look at Brain Research (Phi Delta Kappan, 2008)
  • 12. Rewiring the Brain
    • Prensky and Jensen present research that the brain of the digital natives is different because of neuroplasticity and malleability.
  • 13. Use of Technology in Classrooms
    • “If we want to remain relevant in the lives of students, then we must use strategies and materials that fit the learning styles of the digital native.”
    • - Nussbaum-Beach (2008)
  • 14. Immigrants/Natives
    • Conventional Speed
    • Step by Step
    • Linear Processing
    • Text First
    • Work Oriented
    • Stand-Alone
    • Twitch Speed
    • Random Access
    • Parallel Processing
    • Graphics First
    • Play Oriented
    • Connected
  • 15.  
  • 16. Tools
    • Blogs
    • Wikis
    • Podcasts
    • Digital Video
    • Social Networks
    • Text Messaging
    • Cell Phones
    • Online Class
  • 17. Reflection
    • Technology is a tool, not the teacher.
    • Engagement = Learning
    • Students do not need to “unplug” when they come to school.
    • Teachers must understand and use the technology themselves.
    • Mesh technology with best practices.