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Integrating Educational Technology into the Curriculum Chapter 1

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Page 1: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Integrating Educational Technology into the CurriculumChapter 1

Page 2: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Curriculum-Specific Learning You learn how to apply teaching principles,

knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit your students

Reflect on three ways in which you can use newly required technological knowledge:

1. For your own professional development2. Using technology as a productivity tool in your

classroom3. Extensively integrating technology and digital media in

your instructional strategies, lessons, student-based projects, and student assessments to improve student learning

Page 3: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Computer, Information, and Integration Literacy

Computer literacy = a current knowledge and understanding of computers and their uses

Information literacy = knowing how to find, analyze, use, and communicate information Internet = a global network of computers that

contains information on a multitude of subjects Integration literacy = the ability to use

computers, digital media, and other technologies combined with a variety of teaching and learning strategies to enhance students’ learning

Page 4: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

What is a Computer and What Does It Do? Computer = an electronic device that operates under

the control of instructions stored in its memory, accepts data, processes the data according to specified rules, produces results, and stores the results for future use Data = a collection of unorganized facts Information = data that is organized, has meaning, and is

useful Hardware = electronic and mechanical equipment that makes

up a computer Software = series of instructions that tell the hardware how to

perform tasks Information processing cycle

Input = data entered into a computer Output = processed results Storage = an area where a computer can hold data for future

use

Page 5: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Categories of Computers

Personal Computers Mobile Devices Game Consoles Servers Supercomputers Embedded Computers

Page 6: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Personal Computers

A computer that performs all of its input, processing, output, and storage activities by itself

Contains a processor, memory, and one or more input, output, and storage devices

First one released by the IBM Corporation in 1981 (called PC for short)

Apple introduced the Macintosh Computer three years later, along with the mouse

Desktop computers later developed so that the system unit, input devices, output devices, and other devices fit entirely on a desk

Page 7: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Mobile Computers

A personal computer that you can carry from place to place

Notebook computer – portable, personal computer small enough to fit on your lap

Tablet PCs – a special type of notebook computer that allows you to write on the screen using a digital pen

Netbooks – a small, lightweight, and portable computer designed for wireless communication and access to the Internet

Page 8: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Mobile Devices

A computing device small enough to hold in your hand and usually does not have a disk drive

Many are Internet-enabled: can connect to the Internet wirelessly

Handheld computers – a computer small enough to fit in one hand while you operate it with the other hand

Personal digital assistant – provides personal organizer functions, such as a calendar, a digital camera, an appointment book, an address book, a calculator, and a notepad

Smartphones – an Internet-enabled telephone that usually provides PDA capabilities

Page 9: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Game Consoles

A mobile computing device designed for single player or multiplayer video games

Standard ones use a handheld controller as an input device, a television screen as an input device, and hard disks, CDs, DVDs, and or memory cards for storage

Popular models include Nintendo, DS Series, Sony Playstation, and Microsoft Xbox

Newest one to hit the market is the Nintendo Wii that uses an interface that allows individuals to play games using normal kinetic motion

Page 10: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Servers, Supercomputers, and Embedded Computers

Servers manage the resources on a network and provide a centralized storage area for software programs and data

Supercomputers are the fastest, most powerful, and most expensive computers

Embedded computers are special-purpose computers that function as one component in a larger product

Page 11: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Why Use Computer Technology in Education? Educators must provide their students with the

skills they will need to excel in their society Technology can support learning in many ways,

such as making the students motivated, providing skill-building practice, providing real-world problem solving, and linking students to a multitude of instructional resources

Technology is now supported by or is a part of many organizations and groups: the International Society for Technology in Education, the National Technology Standards for Teachers, the National Technology Standards for Administrators, and the National Technology Standards for Students

Page 12: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Partnership for 21st Century Skills

Life & Career Skills- Students need more than just

thinking skills to make it Globally.

Learning & Innovation Skills-

Identifies skills necessary for students to be able to succeed in the work environment.

Info, media, & Technology skills- Students need to be able to use new emerging technology.

Core Subjects- English, reading, language arts, science, mathematics, foreign language, civics, government, and etc.

The Partnership Chart is for K-12 and higher Education to ensure students who graduate from school will have the skills they need to become effective workers, Citizens, and Leaders in a new global economy.

Page 13: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

21st Century Skills

Education for the 21st century is to have the students k-12 and higher education to have skills to be effective workers, citizens, and leaders in the economy.

Students in the 21st century have the Internet to find information over any topic they need to research for school and before that was not even possible.

Page 14: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Computing in the Digital Age Today's students are different from

previous generations in the way they think, access information, and the way they view, interact, and communicate in technology.

The digital generation tend to move job to job and are always thinking of ways to develop their own products.

Digital Citizenship is encouraged to the students to understand and change their habits to correspond with technology.

Page 15: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

A World Without Wires

Wireless communications technology has transformed the way people work, communicate and learn.

Page 16: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Wireless Networks and terminology

Wireless Personal Area Networks(WPAN)

Short range wireless network.

Bluetooth (short range radio waves)1. Cellular telephone and headset2. Keyboard and printer3. Computer and PDA

Page 17: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Wireless Networks and Terminology

Wireless Local Area Networks (WLANS)Network that uses wireless media (Wi-Fi) to connect computers and devices in a limited space.

Page 18: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Wireless Networks and Terminology

Wireless Local area network (WLAN) UAFS/school Home Office building

Utilizes Wi-Fi (wireless routers/network cards)

Page 19: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Wireless Networks and Terminology

WWAN/WMAN

Utilizes radio waves and towers

Designed to cover an urban area

Free or for a fee

Page 20: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Wireless Technology and Society

Instant Messaging

Cell phones

Computers via AOL, Yahoo, and various other IM Clients

Page 21: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Wireless Technology and Society

Wireless news

Weather alerts

Breaking news

Page 22: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Wireless Technology and Society

Service IndustryAmbulance: transfer patient data

while en route to the hospital.Doctors and Nurses: access

patient records, prescribe medication.

Police: Conduct vehicle registration checks, record crime scenes.

Retail: Inventory, transfers.

Page 23: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Wireless Technology and Society

GPSUtilize 24 satellites orbiting the earth to pinpoint location.

Cars

Smartphones

Page 24: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Wireless Technology and Education

Wireless Classrooms

Interactive wireless computers

Wireless keypads to answer multiple choice and true false questions.

Instant feedback

Page 25: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Wireless Technology and Education

Wireless Projects

Wireless school buses

Netbooks

Page 26: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Wireless Summary

Wireless networks are growing throughout our world driven by convenience, cost and access and are changing the way people communicate, learn and how they work at home.

Page 27: Chapter 1.  You learn how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit

Created By:

Amber Wright Shay Bevelhymer Stephen Oxford