4. Today’s College Freshman: A Fish in Water – Technology Immersion Text Messages (IM, SMS) Email Online Coursework Wireless web (Sidekick, Blackberry) Video Games (Xbox 360, Wii, Playstation) Skype Virtual Worlds (World of Warcraft, Rune, Neverwinter Nights, Second Life, Active Worlds) Social Networking (Facebook, MySpace) iPod (podcasts, music, video) Concept from “ Don’t Be Overwhelmed by Technology—Get a Grip,” Reader’s Digest, January 2008, quote by Griffin Kiritsy, University of New Hampshire freshman, http://www.rd.com/content/dont-be-overwhelmed-by-technology-get-a-grip/?taxoLink =
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6. Education in the Industrial Age The way we were taught If there were any people of color, they were made out to be strange, foreign different… NMSU Matrix Project
11. What do we know about engaged learning? Learning is a social and cultural activity How we learn something can be more important than what we learn. NMSU Matrix Project
Web 2.0 Enhances Learning By Amy Capelle February 1, 2008 URL: http://www.techlearning.com/showArticle.php?articleID=196604982 from Educators' eZine Millennial n : a member of the generation born of baby boomers in the 20th century and reaching young adulthood at the start of the 21st century. "Millennials wield a toolkit that includes Excel spreadsheets, administrator's numbers on cell-phone speed dials, and blogs."Webster's New Millennium™ Dictionary of English, Preview Edition (v 0.9.7). Retrieved November 12, 2007, from Dictionary.com Although our students are technically not Millennials as described above, they already are, and always will be, as comfortable with technology as their slightly older brothers and sisters. Teaching them requires understanding—and embracing—how technology is part of their lives. Today's students are accustomed to having technology at their fingertips at all times, and they expect the same level of interactivity in the classroom. The presence of computers in the classroom allows for the development of this interaction in numerous ways. From the early implementation of classroom computers, used mostly for games and enrichment, to the introduction of the Internet for information-gathering, multimedia, and collaboration, the last few years have seen dramatic changes in how technology can be implemented to create truly interactive learning experiences for students.