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Classroom In A Laptop
Classroom In A Laptop
Classroom In A Laptop
Classroom In A Laptop
Classroom In A Laptop
Classroom In A Laptop
Classroom In A Laptop
Classroom In A Laptop
Classroom In A Laptop
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Classroom In A Laptop

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  • 1. Classroom in a Laptop Impact of IT in Education Presented by: Bharat Jhalani July 2008
  • 2. Technology uses in Education <ul><li>Preschool Software </li></ul><ul><li>Educational software </li></ul><ul><li>Computer Simulations </li></ul><ul><li>E-Mail (Electronic Mail) </li></ul><ul><li>On-line services and the Internet </li></ul><ul><li>Graphics </li></ul><ul><li>Distance learning </li></ul><ul><li>Electronic Portfolios </li></ul>
  • 3. Impact on teachers <ul><li>There is less &amp;quot;teaching&amp;quot; when learning is happening online. </li></ul><ul><li>Teacher from sage on the stage to guide on the side: mentor and coach. </li></ul><ul><li>Teachers and students will collaborate more. </li></ul>
  • 4. Effects of Technology on Teaching and Learning <ul><li>Technology implementation often stimulates teachers to present more complex tasks and material. </li></ul><ul><li>Introduction of technology will tend to support teachers in becoming coaches rather than dispensers of knowledge. </li></ul><ul><li>Technology use increases teachers’ sense of professionalism and achievement. </li></ul><ul><li>Technology can motivate students to attempt harder tasks and to take more care in crafting their work. </li></ul>
  • 5. What will the community get out of technology changes? <ul><li>Parents and other community members will have access to classes, libraries, homework hotlines, school bulletin boards, community access channels and other resources to assist them in helping their children succeed in schools. </li></ul><ul><li>Parents and teachers can communicate through personal electronic mail boxes and voice mail. </li></ul>
  • 6. Web 2.0 <ul><li>Web 2.0 is a term describing the trend in the use of World Wide Web technology and web design that aims to enhance creativity, information sharing, and, most notably, collaboration among users. </li></ul>
  • 7. Horizon Report 2007 <ul><li>Key trends affecting higher education—next 5 years </li></ul><ul><ul><li>One year or less </li></ul></ul><ul><ul><ul><li>Social Networking </li></ul></ul></ul><ul><ul><ul><li>User-Created Content </li></ul></ul></ul><ul><ul><li>Two-Three Years </li></ul></ul><ul><ul><ul><li>Mobile Phones </li></ul></ul></ul><ul><ul><ul><li>Virtual Worlds </li></ul></ul></ul><ul><ul><li>Four-Five Years </li></ul></ul><ul><ul><ul><li>New Scholarship and Emerging Forms of Publication </li></ul></ul></ul><ul><ul><ul><li>Massively Multiplayer Educational Gaming </li></ul></ul></ul>
  • 8. Sample Educational Blogs <ul><li>Online Research Blog </li></ul><ul><ul><li>eCornell Research Blog </li></ul></ul><ul><li>Info-Commons Blog </li></ul><ul><ul><li>commons-blog </li></ul></ul><ul><li>Educational Bloggers Network </li></ul><ul><ul><li>EBN blog </li></ul></ul><ul><li>Science Blog </li></ul><ul><ul><li>Science Blog </li></ul></ul>
  • 9. Advantages <ul><li>Students </li></ul><ul><ul><li>Review lectures before exams </li></ul></ul><ul><ul><li>Listen in on classes they&apos;ve missed </li></ul></ul><ul><ul><li>Replay at own convenience </li></ul></ul><ul><ul><li>Non-native speakers replay to increase comprehension </li></ul></ul><ul><li>Instructors </li></ul><ul><ul><li>Listen to own lectures to improve presentations </li></ul></ul>

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