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  1. 1. Integrating Educational Technology in the Curriculum<br />By: Josh Harris <br />
  2. 2. Everyone Uses Technology<br />Schools<br />Education, Interaction, Stimulation (mind and body), Entertainment, and Business<br />Teachers must be able to use current and emerging technologies<br />Businesses<br />Efficiency and effectiveness and global communication<br />Households<br />Education, entertainment, access information, transportation (cars) and business purposes (Manage Money (ATM))<br />
  3. 3. Curriculum-Specific Learning<br />When you are learning how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit your students<br />Personal professional development<br />Using technology as a productivity tool in your classroom<br />Extensively integrating technology and digital media in your instructional strategies, lessons, student based projects, and student assessments to improve student learning (throughout curriculum)<br />
  4. 4. Curriculum-Specific Learning: Establishing New Learning Environments by Incorporating New Strategies<br />Traditional learning environments-New Learning Environments <br />Teacher-centered learning-Student-centered learning<br />Single media-Multimedia<br />Isolated work-collaborative work <br />Factual, knowledge-based learning-Critical thinking and informed decision making<br />
  5. 5. Computer, Information, and Integration Literacy<br />Prior to technology, memory was individual’s ability to recall previous experiences<br />Storage-extra stuff <br />Technology Era- memory lasts forever through computers and storage is maintained in other compartments<br />Selective memory no longer has to exist<br />Educators may usecountless information and technology is able to perform countless actions in schools<br />
  6. 6. Computer, Information, and Integration Literacy<br />Computer uses in the classroom (initial thoughts)- create flyers, memos, letters, manage student records and calculate grades, and tracking library books<br />Computer uses in the household- telephones, VCRs, DVD players, video games, digital cameras, and stereos <br />Business purposes- ATM<br />
  7. 7. Computer, Information, and Integration Literacy<br />Computer Literacy- current knowledge and understanding of computers and their uses <br />Information Literacy- knowing how to analyze, use and communicate information. It is the ability to gather information from multiple sources, select relevant material, and organize it into a form that will allow the user to make decisions or take specific actions (Researching places to travel or live)<br />Both skills are essential for most professional occupations today, especially in the classroom<br />
  8. 8. Computer, Information, and Integration Literacy<br />Internet- a global network of computers that contains information on a multitude of subjects<br />Must have computer and information literacy to effectively use the internet to effectively perform actions such as searching for travel destinations or new jobs and the cost of living <br />
  9. 9. Computer, Information, and Integration Literacy<br />Integration Literacy- the ability to use computers, digital media, and other technologies combined with a variety of teaching and learning strategies to enhance student’s learning <br />Teachers must understand how to appropriate technology to learning objectives, goals, and outcomes<br />
  10. 10. What Is a Computer and What Does It Do?<br />Computer- an electronic device that operates under the control of instructions stored in its memory, accepts data, processes the data according to specified rules, produces results, and stored the results for other use<br />Data- a collection of unorganized facts<br />Computers manipulate and process data to create information<br />Information- data that is organized, has meaning, and is useful<br />Input- data entered into the computer<br />Output- processed results<br />Storage- area of computer where data is held for future use <br />Information Processing Cycle- cycle of input, process, output, and storage<br />Report Card<br />
  11. 11. What Is a Computer and What Does It Do?<br />Hardware- the electronic and mechanical components that make up the computer<br />Software- series of instructions that tell the hardware how to perform tasks <br />
  12. 12. The Evolution of Computers and Digital Media <br />100 years ago we had the telegraph, telephone, radios, television, early computers, and now the personal computer (1980s)<br />World Wide Web<br />Communication, media creation, learning….<br />Age of convergence- the first decade of the 21st century<br />Social Networking- the ability to communicate and collaborate with others in this same technological environment<br />The goal of multimedia computing and communications is to assist individuals in organizing and managing vast amounts of information in various types of media <br />Digital Media- those technologies that allow users to create new forms of interaction expression, communication, and entertainment in a digital format<br />Goals- recreate as closely as possible face-to-face communication <br />
  13. 13. Categories of Computers<br />Personal Computers<br />Mobile Computers and Mobile Devices<br />Game Consoles <br />Servers, Supercomputers, and Embedded Computers<br />
  14. 14. Personal Computer (PC)<br />A computer that performs all of its inputs, processing, output, and storage activities by itself<br />Contains a processor, memory, and one or more input, output, and storage devices<br />IBM and Microsoft Windows vs. Macintosh Computer (Mac) <br />Desktop Computers- PC that fits all at a desk <br />
  15. 15. Original PC- IBM Model (1981)<br />
  16. 16. Macbook<br />
  17. 17. Mobile Computers and Mobile Devices<br />Mobile Computer- a personal computer you can carry from place to place<br />Notebook computers (laptops), Tablet PCS, Netbooks<br />Mobile Device- a computing device small enough to hold in your hand and usually does not have disk drives <br />Handheld computers, PDAs and Smartphones<br />
  18. 18. PDA<br />
  19. 19. Game Consoles <br />Game Console- a mobile computing device designed for single player for multiplayer video games<br />Nintendo DS Series, Sony Playstation, and Microsoft Xbox <br />
  20. 20. Playstation 3<br />
  21. 21. Servers, Supercomputers, and Embedded Computers<br />Server- manages the resources on a network and provides a centralized storage area for software programs and data <br />Supercomputer- the fastest, most powerful computer and the most expensive<br />Analyze weather patterns, tracking hurricanes, and identifying safety issues regarding space shuttles<br />Embedded Computers- a special-purpose computer that functions as one component in a larger product<br />Car radios, GPS, Car Codes….<br />
  22. 22. GPS- Embedded Computer<br />
  23. 23. Why Use Computer Technology in Education?<br />The future of the world resides in the use of technology<br />Teachers must adapt to be able to better prepare students <br />Parents are demanding schools to use technology <br />Technology influences learning in a positive manner<br />Keeps attention, motivational, and promotes critical thinking as well as social interaction<br />Enhance communication skills<br />
  24. 24. Why Use Computer Technology in Education?<br />International Society for Technology in Education- nonprofit group that promotes the use of technology to support and improve teaching and learning.<br />Instrumental in developing the National Council for Acceleration for Teacher Education<br />Standards For Teachers- define the fundamental concepts, knowledge, skills, and attitudes for applying technology in K-12<br />Standards for Administrators- Inspire excellence through transformational leadership, establish a robust digital age learning culture, advance excellence in digital age professional practices, ensure systemic transformation of the educational enterprise, and model and advance digital citizenship <br />Standards for Students- creativity and innovation; communication and collaboration; research and information fluency; critical thinking, problem solving, and decision making; digital citizenship; and technology operations and concepts<br />
  25. 25. Computing in the Digital Age<br />Digital Students (Kids)- kids who are hyper communicators who use multiple tools to communicate, multi-taskerswho do several things at once with ease and goal oriented as the pursue multiple goals at the same time<br />Teachers must decide to use old ways of teaching or decide to tap in to their students methods of learning in order to more effectively communicate knowledge to them<br />It is important for teachers to be up to date with not only technology but their students <br />
  26. 26. Why Use Computer Technology in Education?<br />Information Fluency- the mastered ability to analyze and evaluate information<br />Media Literacy- being able to create, develop, and successfully communicate information in all forms <br />Research shows that collaborating students is a more effective way of learning as well as proactive activities such as creating radio stations, blogs, and school websites <br />Data Literacy- students ability to view, analyze, and interpret data <br />
  27. 27. ARCS Motivational Model <br />Attention<br />Relevance<br />Challenge/Confidence<br />Satisfaction/Success <br />
  28. 28. An Example of how One School Uses Computers<br />RidgedaleHigh School<br />Superintendent- Creates district Wiki for everyone to access in the district<br />Principal- Text and e-mails teachers and staff about daily updates and objectives in the school<br />School Secretary- routes incoming calls to necessary staff member, checks off attendance online, checks e-mail to see if teachers are absent and subs who need to be called in directory<br />Teachers and Students- collaborate in class to accomplish curriculum goals<br />Parents- check school website about events and have access to directory with faculty numbers <br />
  29. 29. Quiz<br />What is software?<br />When was the first PC made?<br />Name three ways to effectively use technology in the classroom.<br />What is the difference between the original IBM PC and the Macintosh?<br />What are the four parts of ARCS Motivational Model?<br />
  30. 30. The End<br />