Shelly Cashman Series Discovering Computers A Link to the Future

Shelly Cashman Series Discovering Computers A Link to the Future

Ying Wang EDN 303 Fall 2008 Objectives Define curriculum-specific learning Explain the difference between computer, information, and integration literacy Explain the necessity of moving instructional strategies from traditional to new learning

environments Describe the evolution of computers and digital media Differentiate among the various categories of computers 2 Objectives Explain why computer technology is important for education

Describe the National Educational Technology Standards for Teachers (NETS-T) and Students (NETS-S) Explain why 21st century skills need to be incorporated in K-12 curriculum Describe the characteristics of todays digital students Describe six categories of what todays students need to know Provide examples of how computers are changing the way people teach and learn 3

Curriculum-Specific Learning Learning how to apply teaching principles, knowledge, and ideas to authentic and practical classroom lessons and projects that can benefit your students 4 Computer, Information, and Integration Literacy

Computer literacy Knowledge and understanding of computers and their uses Information literacy Knowing how to find, analyze, and use information Integration literacy

The ability to use computers and other technologies combined with a variety of teaching and learning strategies 5 Computer, Information, and Integration Literacy Computer technology and digital media are present in every aspect of daily living in the workplace, at home, in the classroom, and for

entertainment 6 What Is a Computer and What Does It Do? An electronic device, operating under the control of instructions stored in its memory, that can accept data, process the data according to specified rules, produce results, and store the results for future use

A computer is a computational device 7 What Is a Computer and What Does It Do? Data - collection of unorganized facts Information - data that is organized Input - data entered into a computer Output - processed results from a computer

8 What Is a Computer and What Does It Do? Storage holding data and information for future use Information processing cycle the cycle of input, process, output, and storage Hardware the electronic and mechanical equipment that makes up the computer

Software a series of instructions that tells the hardware how to perform tasks Chapter 1: Integrating Educational Technology into the Curriculum 9 The Evolution of Computers and Digital Media The goal of multimedia computing and

communications is to assist individuals in organizing and managing vast amounts of information in various types of media Digital media technologies that allow users to create new forms of interaction, expression, communication, and entertainment in a digital format 10

The Evolution of Computers and Digital Media 11 Categories of Computers Personal computers Mobile computers and mobile devices Servers, supercomputers, and embedded computers

Chapter 1: Integrating Educational Technology into the Curriculum 12 Personal Computers A computer that performs all of its input, processing, output, and storage activities by itself

Chapter 1: Integrating Educational Technology into the Curriculum 13 Mobile Computers and Mobile Devices Mobile Computers Notebook computer Tablet PC

Mobile Devices Handheld Computer PDA Smart Phones 14 Servers, Supercomputers, and Embedded Computers Server Manages the resources on a network and

provides a centralized storage area for software programs and data Supercomputer Used for tasks such as analyzing weather patterns, tracking hurricanes, and identifying safety issues regarding the space shuttle Embedded computer A special-purpose computer that functions as one component in a larger product 15

Servers, Supercomputers, and Embedded Computers 16 Why Use Computer Technology in Education? Technology and digital media are everywhere Technology can support learning Computers support communications beyond

classroom walls Support of national and international organizations 17 Why Use Computer Technology in Education? 18

The World Is Flat The World Is Flat Lightning-swift changes in technology and communications put people all over the globe in touch with each other as never before 19 21st Century Skills 20

Computing in the Digital Age Digital Students: Who are they and how do they learn? Digital generations - students use different technologies to communicate and to access information from multiple resources Digital students (digital kids) Hypercommunicators

Multitaskers Goal oriented 21 Computing in the Digital Age 22 Computing in the Digital Age

Digital Students: What they should know Creativity and innovation 23 Computing in the Digital Age Gamemaker is an example of a software program that allows students to create video games while fostering opportunities for creativity and innovation

24 Computing in the Digital Age Digital Students: What they should know Communications and collaboration 25 Computing in the Digital Age Digital Students: What they should know

Research and Information Fluency Information fluency is when a person has mastered the ability to analyze and evaluate information 26 Computing in the Digital Age Digital Students: What they should know Critical thinking, problem solving, & decision

making 27 Computing in the Digital Age Digital Students: What they should know Digital Citizenship 28 Computing in the Digital Age

Digital Students: What they should know Technology operations and concepts 29 Computing in the Digital Age ARCS motivational model Developed in 1983 and applicable to learning in the digital age Attention Relevance

Challenge/Confidence Satisfaction/Success 30 Computing in the Digital Age 31 An Example of How One School Uses Computers

Ridgedale High School All computers on a local area network Three labs of 30 computers each PC and Apple High-speed Internet connection in each classroom

32 An Example of How One School Uses Computers 33 Superintendent AnExample of How One School Uses Computers Technology plan Committee members can access the plan

remotely 34 An Example of How One School Uses Computers Principal Sending several e-mail messages to teachers and staff Research on digital storytelling

35 An Example of How One School Uses Computers School secretary Computerized telephone system E-mail and voice mail Database software School inventory database

Desktop publishing 36 An Example of How One School Uses Computers Technology coordinator Installing and testing new software

Supporting systems Problem solving 37 An Example of How One School Uses Computers Teachers Community digital storytelling Transmedia story

Research assignments Wireless mobile lab Network stores student data 38 An Example of How One School Uses Computers Media specialist Maintains online catalog

Creates classroom activities Runs media center Assists with research projects 39 An Example of How One School Uses Computers Students Live broadcast of

Ridgedale News Show Talking and instant messaging about digital storytelling projects 40 An Example of How One School Uses Computers Parent

Web site links parents and school Keep track of events School information 41 An Example of How One School Uses Computers Community Links school and

community Students teach senior citizens how to use a computer 42 Chapter Summary Define curriculum-specific learning Explain the difference between computer,

information, and integration literacy Explain the necessity of moving instructional strategies from traditional to new learning environments Describe the evolution of computers and digital media Differentiate among the various categories of computers 43

Chapter Summary Explain why computer technology is important for education Describe the National Educational Technology Standards for Teachers (NETS-T) and Students (NETSS) Explain why 21st century skills need to be incorporated in K-12 curriculum Describe the characteristics of todays digital students Describe six categories of what todays students need to know

Provide examples of how computers are changing the way people teach and learn 44

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