Technology has grown and become an everyday part of our lives. Science and Technology are now interdependent and you simply cannot have one without the other. As educators it is our challenge to prepare our students for the work world of the future. To this end technology can no longer be seen as a separate class, but instead as an extension of classroom learning adding additional resources and tools. In this presentation you will see technology projects that are rooted in instructional standards and benchmarks. Our goal is to increase student achievement and to engage students in the learning process so they may become life long learners.
How do we Access Technology? In a Lab? With Laptops? In a one computer room? How do we afford it all?????? The following ideas use free downloadable software, and everyday items to enhance your education program.
Working together in groups to create a wiki site on a topic area of interest
http://saptreasureisland.pbworks.com/FrontPage St. Anthony’s middle school students create a wiki site on treasure island. 2 nd grades collaborated on a virtual flat stanley Project http://sapflatstanley.pbworks.com/
Children draw objects, then script them to follow actions.
They create Electronic toys known as ETOYS/
“ Etoys are computer environments that help people learn ideas by building and playing around with them. They help an "omniuser"—usually a child—create a satisfying and enjoyable computer model of the idea and give hints for how the idea can be expanded. “ squeakland.org
In the early years Roamer provides a concrete way to explore all the key objectives. Thus allowing pupils to form a solid foundation of mathematical understanding upon which to build in later years.
The roamer operates in a similar way to the turtle on First Logo. To get the children used to programming a roamer it is a good idea to get them to program a child first. This can be done simply by saying FORWARD 10 where 10 is 10 steps, etc.
The important aspect when programming children is to ensure that a turn is one instruction and movement after the turn is either forward or backwards. I.e. to move 10 steps to the left the child needs to turn left 90 and then go forward 10 (NOT left 10). This activity is probably best done after a story or before lining up as a 'fun activity'.