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Technology
in Education
Curriculum Exits
DEPARTMENT OF EDUCATION
Access and evaluate information
Use and manage information
Analyze media
Create media products
Apply technology effectively
Info,
Media,
Tech
skills
Let’s have a
quickie!
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Today’s children are
growing up in a rapidly
changing digital age that
is far different from that
of their parents and
grandparents.
• Tv
• Betamax
• Cd player
• Camera film
Do our kids know these?
Will they
know
these?
What do they
know now?
How will we be able to
help them in what
they know?
Technology
in Education
What is good learning?
•students collaborating and
discussing ideas, possible
solutions…
•project-based learning, designed
around real world contexts…
•connecting with other students around
the world, on topics of study…
•immersing students in a learning
experience that allows them to grapple
with a problem, gaining higher-order
thinking skills from pursuing the
solution…
Research
Technology
Grow Learn
Develop
When we see/ hear
these, what do they
bring to our mind?
What emotions
do you associate
with them?
Research data indicates that many a normal,
middle-aged adults use these technologies
with frequency.
The fact is, you can be 17, 35, or 60, and
when you begin to engage with them and
observe what’s really going on, you can
begin to see that these technologies are
more than just entertainment. (Saba,2009)
A variety of technologies are all
around us in our homes, offices, and
schools.
When used wisely, technology and
media can support learning and
relationships.
7 forms1. BOOKS, MAGAZINES,
NEWSPAPER
2. RECORDINGS
3. CINEMA
4. RADIO
5. TELEVISION
6. INTERNET
7. CELLPHONE
What does technology bring to our students?
1. Authenticity
2. Enjoyable and engaging shared
experiences;
3. Optimized potential for student’s
learning and development
4. Supports relationships
Technology can and does
help students develop all
kinds of skills-- from the
basic to the higher-order
critical thinking ones.
However, for technology to be
successful, teachers need to make
informed choices relating to
pedagogical approach, students’
needs, and learning objectives. Just
as important as what technology is
used, is how learning can be
enhanced through technology.
(MacKinnon, 2002).
Just a few of the
Forms of
Literacy Computer Literacy- ability to use
a computer and software
Media Literacy- ability to think critically
about the different types of media
Information Literacy- ability to evaluate, locate,
identify and effectively use information
Technology Literacy- the ability to use technology
effectively in several, different ways
Digital Literacy- cognitive skills that are used in
executing tasks in the digital environment
weirdo
What is
Interacti
ve
Media ?
INTERACTIVE MEDIA
Refers to digital and analog materials, including soft- ware programs,
applications, broadcast and streaming media, some television
programming, e-books, the Internet,
and other forms of content
designed to facilitate active and
creative use by students and to
encourage social engagement with
other others and adults.
The Interactive Media reflects the ever-
changing digital age and provides guidance
educators
about the use of technology and interactive media in
ways that can optimize opportunities for student’s
cognitive, social, emotional,
physical, and linguistic
development.
facebook slideshare share
Google plus youtube Blog
What are examples of interactive media
useful in the classroom?
The shift to new media literacies
and the need for digital literacy that
encompasses both technology and
media literacy will continue to
shape the world in which student’s
are developing and learning
(Flewitt 2011).
Why it is so important?
Strong literacy skills are the key tool used
when students discern and interpret
information, enabling them to utilize the
internet to its full potential and making sure
that the inevitable ‘digital footprint’ that
children will leave, is one that is safe,
appropriate, and reflective of their true self.
•The prevalence of electronic media in the
lives of young children means that they
are spending an increasing number of
hours per week in front of and engaged
with screens of all kinds, including
televisions, computers, smartphones,
tablets, handheld game devices, and game
consoles (Common Sense Media 2011).
There are
concerns about
their access to
technology
•Health (irregular sleep patterns, obesity)
•behavioral issues (laziness, passiveness)
•focus and attention problems
•decreased academic performance
•negative impact on socialization and
language development
•increase in the amount of time young
children are spending in front of screens
(Brooks-Gunn & Donahue 2008)
The impact of technology is
mediated by teachers’ use of the
same developmentally appropriate
principles and practices that guide
the use of print materials and all
other learning tools and content for
young children
(Van Scoter, Ellis, & Railsback 2001; Clements & Sarama 2003a; Plowman & Stephen 2005, 2007).
To use technology as one of many
effective teaching tools, apply the
following principles and ideas:
1. Incorporating
technology in
the classroom is
a choice, not a
necessity.
2. Technology is one of many
tools that young children can
use to carry out their play
ideas, acquire knowledge
and skills, and solve
problems.
3. Technology should be used in moderation to
supplement, not replace, hands-on learning
with real materials that provide a full range of
physical, sensory, intellectual, and social
experiences.
4. Technology should be
interactive and open-
ended, and it should
promote discovery
learning, not emphasize
drill and practice.
5. Technology should serve
as a catalyst for social
interaction.
6. Adults should act as partners when
children choose to use technology, just as
they partner and interact with children
during other types of play.
7. Choose hardware and apps that
are safe and sturdy enough for
students to use independently.
8. Because new technologies
are being developed all the
time, their appropriateness in
terms of physical, cognitive,
and social development must
be evaluated on an ongoing
basis.
Technology, when appropriately
designed and used with the
guidance of supportive adults,
can promote early learning and
development.
Media Technology
opportunity
learning
truth interaction
people
shape themselves
Technology is just technology!
References
• Fred Rogers Center for Early Learning and Chidren’s Media Saint Vincent
College 300 Fraser Purchase Road Latrobe, PA 15650-2690
• Guernsey, L. (2012). Screen time: How electronic media – from baby videos
to educational software – affects your young child. New York, NY: Basic
Books
• National Association for the Education of Young Children 1313 L Street,
NW, Suite 500 Washington, DC 20005-4101
• Schmidt, M. E., Pempek, T. A., Kirkorian, H. L., Lund, A. F., & Anderson, D. R.
(2008). The effects of background television on the toy play behavior of
very young children.
• http://www.highscope.org
download this presentation and more at
www.slideshare.net/josephestroga

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Technology in Education

  • 2.
  • 4. Access and evaluate information Use and manage information Analyze media Create media products Apply technology effectively Info, Media, Tech skills
  • 6. facebook twitter instagram Google plus youtube LinkedIn 1 2 3 4 5 6
  • 7. facebook twitter instagram Google plus youtube LinkedIn
  • 8.
  • 11.
  • 12.
  • 13. Today’s children are growing up in a rapidly changing digital age that is far different from that of their parents and grandparents.
  • 14. • Tv • Betamax • Cd player • Camera film Do our kids know these?
  • 17. How will we be able to help them in what they know?
  • 19. What is good learning?
  • 20. •students collaborating and discussing ideas, possible solutions… •project-based learning, designed around real world contexts…
  • 21. •connecting with other students around the world, on topics of study… •immersing students in a learning experience that allows them to grapple with a problem, gaining higher-order thinking skills from pursuing the solution…
  • 23. When we see/ hear these, what do they bring to our mind? What emotions do you associate with them?
  • 24. Research data indicates that many a normal, middle-aged adults use these technologies with frequency. The fact is, you can be 17, 35, or 60, and when you begin to engage with them and observe what’s really going on, you can begin to see that these technologies are more than just entertainment. (Saba,2009)
  • 25. A variety of technologies are all around us in our homes, offices, and schools. When used wisely, technology and media can support learning and relationships.
  • 26. 7 forms1. BOOKS, MAGAZINES, NEWSPAPER 2. RECORDINGS 3. CINEMA 4. RADIO 5. TELEVISION 6. INTERNET 7. CELLPHONE
  • 27. What does technology bring to our students? 1. Authenticity 2. Enjoyable and engaging shared experiences; 3. Optimized potential for student’s learning and development 4. Supports relationships
  • 28. Technology can and does help students develop all kinds of skills-- from the basic to the higher-order critical thinking ones.
  • 29. However, for technology to be successful, teachers need to make informed choices relating to pedagogical approach, students’ needs, and learning objectives. Just as important as what technology is used, is how learning can be enhanced through technology. (MacKinnon, 2002).
  • 30. Just a few of the Forms of Literacy Computer Literacy- ability to use a computer and software Media Literacy- ability to think critically about the different types of media Information Literacy- ability to evaluate, locate, identify and effectively use information Technology Literacy- the ability to use technology effectively in several, different ways Digital Literacy- cognitive skills that are used in executing tasks in the digital environment
  • 33. INTERACTIVE MEDIA Refers to digital and analog materials, including soft- ware programs, applications, broadcast and streaming media, some television programming, e-books, the Internet, and other forms of content designed to facilitate active and creative use by students and to encourage social engagement with other others and adults.
  • 34. The Interactive Media reflects the ever- changing digital age and provides guidance educators about the use of technology and interactive media in ways that can optimize opportunities for student’s cognitive, social, emotional, physical, and linguistic development.
  • 35. facebook slideshare share Google plus youtube Blog What are examples of interactive media useful in the classroom?
  • 36. The shift to new media literacies and the need for digital literacy that encompasses both technology and media literacy will continue to shape the world in which student’s are developing and learning (Flewitt 2011).
  • 37. Why it is so important? Strong literacy skills are the key tool used when students discern and interpret information, enabling them to utilize the internet to its full potential and making sure that the inevitable ‘digital footprint’ that children will leave, is one that is safe, appropriate, and reflective of their true self.
  • 38. •The prevalence of electronic media in the lives of young children means that they are spending an increasing number of hours per week in front of and engaged with screens of all kinds, including televisions, computers, smartphones, tablets, handheld game devices, and game consoles (Common Sense Media 2011).
  • 39. There are concerns about their access to technology
  • 40. •Health (irregular sleep patterns, obesity) •behavioral issues (laziness, passiveness) •focus and attention problems •decreased academic performance •negative impact on socialization and language development •increase in the amount of time young children are spending in front of screens (Brooks-Gunn & Donahue 2008)
  • 41. The impact of technology is mediated by teachers’ use of the same developmentally appropriate principles and practices that guide the use of print materials and all other learning tools and content for young children (Van Scoter, Ellis, & Railsback 2001; Clements & Sarama 2003a; Plowman & Stephen 2005, 2007).
  • 42. To use technology as one of many effective teaching tools, apply the following principles and ideas:
  • 43. 1. Incorporating technology in the classroom is a choice, not a necessity.
  • 44. 2. Technology is one of many tools that young children can use to carry out their play ideas, acquire knowledge and skills, and solve problems.
  • 45. 3. Technology should be used in moderation to supplement, not replace, hands-on learning with real materials that provide a full range of physical, sensory, intellectual, and social experiences.
  • 46. 4. Technology should be interactive and open- ended, and it should promote discovery learning, not emphasize drill and practice.
  • 47. 5. Technology should serve as a catalyst for social interaction.
  • 48. 6. Adults should act as partners when children choose to use technology, just as they partner and interact with children during other types of play.
  • 49. 7. Choose hardware and apps that are safe and sturdy enough for students to use independently.
  • 50. 8. Because new technologies are being developed all the time, their appropriateness in terms of physical, cognitive, and social development must be evaluated on an ongoing basis.
  • 51. Technology, when appropriately designed and used with the guidance of supportive adults, can promote early learning and development.
  • 52. Media Technology opportunity learning truth interaction people shape themselves Technology is just technology!
  • 53. References • Fred Rogers Center for Early Learning and Chidren’s Media Saint Vincent College 300 Fraser Purchase Road Latrobe, PA 15650-2690 • Guernsey, L. (2012). Screen time: How electronic media – from baby videos to educational software – affects your young child. New York, NY: Basic Books • National Association for the Education of Young Children 1313 L Street, NW, Suite 500 Washington, DC 20005-4101 • Schmidt, M. E., Pempek, T. A., Kirkorian, H. L., Lund, A. F., & Anderson, D. R. (2008). The effects of background television on the toy play behavior of very young children. • http://www.highscope.org
  • 54. download this presentation and more at www.slideshare.net/josephestroga

Notes de l'éditeur

  1. Overall, the K to 12 program is a necessity given the need to: Enhance the curriculum to improve mastery of basic competencies, Ensure seamlessness of primary, secondary, and post-secondary education, Improve teaching and learning outcomes through the use of enhanced pedagogies – such as spiral progression in Science and Math – and the rationalization of the medium of instruction in our schools, especially for Kindergarten and the early primary levels, and Expand job opportunities for both graduates and school leavers alike by reducing the mismatch between acquired skills and available jobs, and provide a stronger foundation for post-secondary education and the world of work. We want to produce holistically developed graduates with 21st century skills. We want to nurture lifelong learners who are better prepared for the rigours of post-secondary education and the world of work.
  2. glocalization
  3. Political Literacy Cultural literacy Multicultural literacy Visual literacy
  4. Forms of Literacy Digital Literacy- cognitive skills that are used in executing tasks in the digital environment Computer Literacy- ability to use a computer and software Media Literacy- ability to think critically about the different types of media Information Literacy- ability to evaluate, locate, identify and effectively use information Technology Literacy- the ability to use technology effectively in several, different ways
  5. While familiarity with technology is important in today’s world, and access to technology is an equity issue, early learning primarily occurs through interactions with other materials, people, events, and ideas
  6. Using technology is an interesting end in itself (discovering how it works), as well as a means to an end (extending role play, solving problems).
  7. Software should encourage creativity, problem solving, and refl ection.
  8. It should allow children to use equipment and programs together, share observations and discoveries, and assist one another.
  9. If concerns about equipment costs or damages are overriding, it will restrict children’s use of the technology and limit the potential benefits.
  10. If the website or app really work for their age.. and times that we need to check whether they are still applicable… maybe its already too easy for the kids or too difficult. Again it needs to be evaluated from time to time
  11. Let us remember that the use of media and technology offers many opportunities for learning, but we must make wise choices. Even as we discover different types of interactive media, we should not forget the enduring truth that students learn best through direct interaction with people, for this shape themselves, in a much greater sense. Technology is just technology. Use it with balance and with creativity.