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LEARNING
WITH
TECHNOLOGY
Presented by
Mia Passerelli, Jarret Baker, Danielle Tronzo
INTRODUCTION
So many advanced and innovative ways of
reading, learning, and exploring have been
incorporated in today’s classrooms as a
result of the development in technology. In
our presentation, we will explore a variety
technologies and how they are used to
enhance education and learning.
CLASSROOM PC’S
• Although computers are more
expensive than your average textbook,
they are becoming more and more
popular in the classroom.
• They give students the opportunity
to explore basic programs such as
Powerpoint, Excel, and Microsoft
Word.
• Contain numerous tools including
audio, visual, interactive games, and
social software.1
•A basic PC for a classroom is only
$200 per unit.
1
http://www.nationmultimedia.com/home/2010/02/08/national/Computers-in-the-classroom-
30122013.html
THE INTERNET
• Having access to the Internet in the
classroom is a huge benefit to students!
• There are endless amounts of resources
and information that can be accessed
within seconds, including educational
websites, dictionaries, and videos.
• Search engines allow students to type in
anything and retrieve endless websites to
browse.
• http://www.funbrain.com/ is one of the
many great educational websites for grades
K-8
• http://www.google.com is one of the most
popular search engines
IPADS & TABLETS
 Efficient and eco-friendly
minimizing wasting paper.
 Lightweight so students
have a less heavy load to
carry.
 Instant access to internet
so online articles and other
information can be
accessed.
 IPADs and Tablets can
range from $100 to $500.
Educational Video Games
 In the past video games were just a from of entertainment that provided no
educational value. Today they are engineered to not only provide entertainment,
but to hide the process of learning under the fun.
 One example of a popular educational
video game is Math Muncher.
 This video game is designed to teach
children how to perform basic math skills
while having fun.
 The cost of is relatively cheap with each
license only costing $9.99.
 There many more educational games that
teach a wide variety of topics in many
different play styles.
More examples of games can be found at
http://onlineuniversityrankings.org/2011/20-best-old-school-educational-video-games/
Simulation Software
 Molecular Workbench is a simulation
software that allows teachers to simulate
science experiments in a virtual world so
that students may learn first hand as to
how experiments work and what they
yield.2
 Molecular Workbench is open source
software is completely free of charge. But
a computer capable of running Java is
required.
1
http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf
2
http://mw.concord.org/modeler/
 Learning in the classroom has always provided information for students, but has
lacked giving students a hands on approach.
 Simulation software allows students to experience what they are learning and
relate it to the real world.1
Television
 Televisions have now been the in the classroom for a long time,
but that does not decrease their importance to education.
 Televisions provide students with a window to view the subjects
they learn from a perspective that differs from just reading a
book.
 With the introduction of DVDs, classrooms may now use
interactive DVDs as well.
 Interactive DVDs provide games, references, and tools for
helping the viewer learn more about the subject.
 These use of DVDs in the classroom cost approximately $200 and
provide children with new method of learning using familiar
technology that almost everybody today knows how to use.1
1
http://research.microsoft.com/pubs/137977/thies-ictd10.pdf
Google Plus
 Helps the teacher remind students of homework,
tests, and projects.
 Allows the posting of documents online ofr
sutdents to download.
 The program Hangout, a chat room service,
allows the students to interact with other
students and the teacher at home.
 The teachers can post hints and news updates to
help their students with assignments.
Google Plus
 Helps the teacher remind students of homework,
tests, and projects.
 Allows the posting of documents online ofr
sutdents to download.
 The program Hangout, a chat room service,
allows the students to interact with other
students and the teacher at home.
 The teachers can post hints and news updates to
help their students with assignments.

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Learning Technologies Presentation

  • 2. INTRODUCTION So many advanced and innovative ways of reading, learning, and exploring have been incorporated in today’s classrooms as a result of the development in technology. In our presentation, we will explore a variety technologies and how they are used to enhance education and learning.
  • 3. CLASSROOM PC’S • Although computers are more expensive than your average textbook, they are becoming more and more popular in the classroom. • They give students the opportunity to explore basic programs such as Powerpoint, Excel, and Microsoft Word. • Contain numerous tools including audio, visual, interactive games, and social software.1 •A basic PC for a classroom is only $200 per unit. 1 http://www.nationmultimedia.com/home/2010/02/08/national/Computers-in-the-classroom- 30122013.html
  • 4. THE INTERNET • Having access to the Internet in the classroom is a huge benefit to students! • There are endless amounts of resources and information that can be accessed within seconds, including educational websites, dictionaries, and videos. • Search engines allow students to type in anything and retrieve endless websites to browse. • http://www.funbrain.com/ is one of the many great educational websites for grades K-8 • http://www.google.com is one of the most popular search engines
  • 5. IPADS & TABLETS  Efficient and eco-friendly minimizing wasting paper.  Lightweight so students have a less heavy load to carry.  Instant access to internet so online articles and other information can be accessed.  IPADs and Tablets can range from $100 to $500.
  • 6. Educational Video Games  In the past video games were just a from of entertainment that provided no educational value. Today they are engineered to not only provide entertainment, but to hide the process of learning under the fun.  One example of a popular educational video game is Math Muncher.  This video game is designed to teach children how to perform basic math skills while having fun.  The cost of is relatively cheap with each license only costing $9.99.  There many more educational games that teach a wide variety of topics in many different play styles. More examples of games can be found at http://onlineuniversityrankings.org/2011/20-best-old-school-educational-video-games/
  • 7. Simulation Software  Molecular Workbench is a simulation software that allows teachers to simulate science experiments in a virtual world so that students may learn first hand as to how experiments work and what they yield.2  Molecular Workbench is open source software is completely free of charge. But a computer capable of running Java is required. 1 http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf 2 http://mw.concord.org/modeler/  Learning in the classroom has always provided information for students, but has lacked giving students a hands on approach.  Simulation software allows students to experience what they are learning and relate it to the real world.1
  • 8. Television  Televisions have now been the in the classroom for a long time, but that does not decrease their importance to education.  Televisions provide students with a window to view the subjects they learn from a perspective that differs from just reading a book.  With the introduction of DVDs, classrooms may now use interactive DVDs as well.  Interactive DVDs provide games, references, and tools for helping the viewer learn more about the subject.  These use of DVDs in the classroom cost approximately $200 and provide children with new method of learning using familiar technology that almost everybody today knows how to use.1 1 http://research.microsoft.com/pubs/137977/thies-ictd10.pdf
  • 9. Google Plus  Helps the teacher remind students of homework, tests, and projects.  Allows the posting of documents online ofr sutdents to download.  The program Hangout, a chat room service, allows the students to interact with other students and the teacher at home.  The teachers can post hints and news updates to help their students with assignments.
  • 10. Google Plus  Helps the teacher remind students of homework, tests, and projects.  Allows the posting of documents online ofr sutdents to download.  The program Hangout, a chat room service, allows the students to interact with other students and the teacher at home.  The teachers can post hints and news updates to help their students with assignments.