6341 kristihall chapter3

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6341 kristihall chapter3

  1. 1. CHAPTER 3 THE FACTS OF DESIGN WHAT TOOLS MIGHT A DESIGNER CHOOSE TO BEST SUPPORT AND ENHANCE LEARNING? WHAT SYSTEM OF ASSESSMENT MIGHT A DESIGNER CONSTRUCT TO APPROPRIATELY ASSESS STUDENT LEARNING? HOW MIGHT LEARNING ENVIRONMENTS BE CONSTRUCTED TO COMPLEMENT THE OVERALL LEARNING DESIGN? THE FACTS WEB-BASED DESIGN TOOL
  2. 2. Technology Tools “ as a new mode of production, the computer creates not only a new class of people struggling for intellectual and social acceptance, but a new way of thinking about knowledge” (Pagels, 1988). Did you know... technology comes from the word technique?
  3. 3. 12 Most Common Tools <ul><li>Books - Ordering and Informing. </li></ul><ul><li>Television, Film and Video - Patterns and Emotion. </li></ul><ul><li>Skills Software - Drilling and Practicing. </li></ul><ul><li>Computer Graphics - Seeing and Rendering. </li></ul><ul><li>Word Processors, Desktop Publishers, and Web-Based Editors - Informing and Publishing. </li></ul><ul><li>Databases - Organizing and Analyzing. </li></ul><ul><li>Telecommunications - Communicating beyond the Classroom. </li></ul><ul><li>The Internet - Accessing. </li></ul><ul><li>Simulations - Experimenting and Structuring. </li></ul><ul><li>Multimedia - Collecting and Presenting. </li></ul><ul><li>Hypermedia - Representing and Connecting. </li></ul><ul><li>Mathematical Devices - Computing and Modeling. </li></ul>
  4. 4. Books- Ordering and Informing. Most common tool in classrooms today. *textbooks *reference books *novels *anthologies A good way to build background knowledge and review information.
  5. 5. Television, Film and Video- Patterns and Emotion. <ul><li>When used correctly, video can provide a rich source of information to facilitate comprehension. </li></ul>
  6. 6. Skills Software- Drilling and Practicing. * math facts *vocabulary words *memory tasks Offers students interactive experiences with immediate feedback about performance. Allows students to develop new skills and remember information.
  7. 7. Computer Graphics- Seeing and Rendering. Students become makers, observers and inquirers. They are allowed to see shape, size, proportion, relationship, scale, surface, texture and rhythm through image making. Three ways to use computer graphics are: 1. to gain insight through interaction with, and visualization of, data simulations; 2. to provide information to others through publication and presentation materials; 3. to create a medium for creative and artistic expression (Brown, 1992).
  8. 8. Word Processors, Desktop Publishers, and Web-Based Editors- Informing and Publishing. <ul><li>WRITING PROCESS </li></ul><ul><li>USERS ARE ALLOWED TO WRITE, EDIT, REVISE, FORMAT AND PRINT TEXT </li></ul><ul><li>WRITERS CREATE WEB PAGES FOR PUBLICATION ON THE INTERNET </li></ul>
  9. 9. Databases- Organizing and Analyzing. student created teacher created commercial online Students are allowed to create and solve problems by sampling data, analyzing and making predictions, discussing their findings, and preparing arguments to convince others of their conclusions.
  10. 10. Telecommunications- Communicating beyond the classroom. <ul><li>E-MAIL </li></ul><ul><li>LISTSERVS </li></ul><ul><li>BULLETIN BOARDS </li></ul><ul><li>CHAT ROOMS </li></ul><ul><li>NEWSGROUPS </li></ul><ul><li>VIDEOCONFERENCING </li></ul>
  11. 11. Internet- Accessing. Simulations- Experimenting and Structuring. Simulations- Experimenting and Structuring. <ul><li>Simulations are great instructional tools because the learner is learning by doing. </li></ul><ul><li>Simulations are best used when the learner is ready to apply the acquired knowledge. </li></ul>The world’s libraries are at our fingertips. Students learn to develop effective search skills and understand how to use appropriate information.
  12. 12. Multimedia- Collecting and Presenting. Hypermedia- Representing and Connecting. Hypermedia- Representing and Connecting. <ul><li>Multimedia tools allow students to organize and prepare presentations that reflect what is learned. </li></ul><ul><li>Hypermedia motivates and empowers students of all learning styles. </li></ul><ul><li>In both medias, students learn more when they are the creator of their projects. </li></ul>
  13. 13. Mathematical Devices- Computing and Modeling. <ul><li>Probeware: Students are able to take a problem and solve it using their own approach when they use a graphing calculator in a CBL. </li></ul><ul><li>Spreadsheets: Students can better visualize the data by organizing and manipulating numbers..Spreadsheets can be used at all levels of education. </li></ul><ul><li>Computer Programming: Students are allowed to create models of how the world works around them. </li></ul>
  14. 14. Assessing Student Learning <ul><li>rubrics </li></ul><ul><li>portfolios </li></ul><ul><li>peer critiques </li></ul><ul><li>exhibitions </li></ul><ul><li>performance assessment </li></ul>
  15. 15. Learning Environment <ul><li>organized </li></ul><ul><li>consistent </li></ul><ul><li>promote independence </li></ul><ul><li>encourage use of skills </li></ul>
  16. 16. The FACTS Web-Based Design Tool http://www.norton.wadsworth.com

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