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Integrating Educational Technology into the Curriculum

Chapter 1. Integrating Educational Technology into the Curriculum. 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

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Integrating Educational Technology into the Curriculum

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  1. Chapter 1 Integrating Educational Technology into the Curriculum

  2. 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: • For your own professional development • Using technology as a productivity tool in your classroom • Extensively integrating technology and digital media in your instructional strategies, lessons, student-based projects, and student assessments to improve student learning

  3. 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

  4. 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

  5. Categories of Computers • Personal Computers • Mobile Devices • Game Consoles • Servers • Supercomputers • Embedded Computers

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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 touse 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.

  13. 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.

  14. 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.

  15. Wireless communications technology has transformed the way people work, communicate and learn. A World Without Wires

  16. Wireless Networks and terminology Wireless Personal Area Networks(WPAN) • Short range wireless network. • Bluetooth (short range radio waves) • Cellular telephone and headset • Keyboard and printer • Computer and PDA

  17. 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.

  18. Wireless Networks and Terminology Wireless Local area network (WLAN) • UAFS/school • Home • Office building Utilizes Wi-Fi (wireless routers/network cards)

  19. Wireless Networks and Terminology WWAN/WMAN • Utilizes radio waves and towers • Designed to cover an urban area • Free or for a fee

  20. Wireless Technology and Society Instant Messaging • Cell phones • Computers via AOL, Yahoo, and various other IM Clients

  21. Wireless Technology and Society Wireless news • Weather alerts • Breaking news

  22. Wireless Technology and Society Service Industry • Ambulance: 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.

  23. Wireless Technology and Society GPS Utilize 24 satellites orbiting the earth to pinpoint location. • Cars • Smartphones

  24. Wireless Technology and Education Wireless Classrooms • Interactive wireless computers • Wireless keypads to answer multiple choice and true false questions. • Instant feedback

  25. Wireless Technology and Education Wireless Projects Wireless school buses Netbooks

  26. 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.

  27. Created By: • Amber Wright • Shay Bevelhymer • Stephen Oxford

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