chapter 1. you learn how to apply teaching principles, knowledge, and ideas to authentic and...
TRANSCRIPT
Integrating Educational Technology into the CurriculumChapter 1
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
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
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
Categories of Computers
Personal Computers Mobile Devices Game Consoles Servers Supercomputers Embedded Computers
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
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
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
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
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
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
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.
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.
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.
A World Without Wires
Wireless communications technology has transformed the way people work, communicate and learn.
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
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.
Wireless Networks and Terminology
Wireless Local area network (WLAN) UAFS/school Home Office building
Utilizes Wi-Fi (wireless routers/network cards)
Wireless Networks and Terminology
WWAN/WMAN
Utilizes radio waves and towers
Designed to cover an urban area
Free or for a fee
Wireless Technology and Society
Instant Messaging
Cell phones
Computers via AOL, Yahoo, and various other IM Clients
Wireless Technology and Society
Wireless news
Weather alerts
Breaking news
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.
Wireless Technology and Society
GPSUtilize 24 satellites orbiting the earth to pinpoint location.
Cars
Smartphones
Wireless Technology and Education
Wireless Classrooms
Interactive wireless computers
Wireless keypads to answer multiple choice and true false questions.
Instant feedback
Wireless Technology and Education
Wireless Projects
Wireless school buses
Netbooks
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.
Created By:
Amber Wright Shay Bevelhymer Stephen Oxford