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Matthew Daniel's List: Technology Rational and Philosophy

  • Apr 12, 09

    Effective tech integration must happen across the curriculum in ways that research shows deepen and enhance the learning process. In particular, it must support four key components of learning: active engagement, participation in groups, frequent interaction and feedback, and connection to real-world experts

    • Effective tech integration must happen across the curriculum in ways that research shows deepen and enhance the learning process. In particular, it must support four key components of learning: active engagement, participation in groups, frequent interaction and feedback, and connection to real-world experts
    • And, as an added benefit, with technology tools and a project-learning approach, students are more likely to stay engaged and on task, reducing behavioral problems in the classroom.

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  • Apr 12, 09

    teachers must think deeper into the nature of education and our aims and outcomes and how technology can be used to better reach these outcomes. i.e., clickers in class, real question is the nature of questions in the class.

    • Lynne Adrian (University of Alabama) started off investigating the role of personal response systems (“clickers”) in a large enrollment Humanities course to see if the use of concept questions would increase student engagement, but was soon led to reflect much more interestingly on the purpose of questions in class and the very nature of the questions she had been asking for more than twenty years. Similarly, Joe Ugoretz (Borough of Manhattan Community College), in an early inquiry, hoped to study the benefits of a free-form discussion space in an online literature course, but got frustrated because the students would frequently digress and stray off topic; finally it occurred to him that the really interesting inquiry lay in learning more about the nature of digressions themselves, considering which were productive and which were not.
    • We  need, in short, to merge a culture of inquiry into teaching and  learning with a culture of experimentation around new media technologies
    • Our ability to make the best use of any technologies to improve education  hinges ultimately on the reciprocal capacities to bring our powers of  inquiry to bear on educational technologies, as well as to bring the  power of new technologies to bear on our methods of inquiry and our  representation of knowledge about teaching practice.

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  • Apr 12, 09

    ICT curriculum rational and philosophy

    • Important Note: The ICT curriculum is not intended to stand alone, but rather to be infused within core courses and programs.
      • A Way of Doing Things

        Technology is about the ways things are done; the processes, tools and techniques that alter human activity. ICT is about the new ways in which we can communicate, inquire, make decisions and solve problems. It is the processes, tools and techniques for:

        • gathering and identifying information
        • classifying and organizing
        • summarizing and synthesizing
        • analyzing and evaluating
        • speculating and predicting.

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  • Apr 10, 09

    Howard Rheingold makes his argument for increasing media literacy, which can directly be applied to a school and educational outcomes setting, where our involvement in participatory media as a global society will shape the future. Makes comparisons to printing press, tv, etc. A population that is literate in this media will be less likely to be enclosed.

    • Online social networks can be powerful amplifiers of collective action precisely because they augment and extend the power of ever-complexifying human sociality. To be sure, gossip, conflict, slander, fraud, greed and bigotry are part of human sociality, and those parts of human behavior can be amplified, too. But altruism, fun, community and curiosity are also parts of human sociality−and I propose that the Web is an existence proof that these capabilities can be amplified, as wel
    • The alphabet did not cause the Roman Empire, but made it possible. Printing did not cause democracy or science, but literate populations, enabled by the printing press, devised systems for citizen governance and collective knowledge creation. The Internet did not cause open source production, Wikipedia or emergent collective responses to natural disasters, but it made it possible for people to act together in new ways, with people they weren't able to organize action with before, in places and at paces for which collective action had never been possible

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  • Apr 12, 09

    Author argues that technology has not improve education results because we are still operating in the 'old' model, merely cramming some computers in the back for word processing, internet searching, and powerpoints. He argues that the model must be changed and will do so not head on, but from the outside in. Thus online learning. Online enrollments have gone from 45,000 to 1 million since 2001 and will lead the way for this new model, thus we must shaped this new online model as desired.

    • Computers have been around for two decades in schools.

       

      We have spent over $60 billion on them.

       

      Yet they have had little to no effect on learning in schools

    • That’s because schools have done what every organization does when it sees an innovation. Its natural instinct is to cram the innovation into its existing model,
  • Apr 12, 09

    Author argues Web 2.0 will usher in a new era in education as teachers take hold of the reins of the technology, accepting things like social networking programs that have previously come with a negative stigma because of a lack of adult influence and supervision. Makes comparison with printing press, but as results have been slow to surface, we will take this opportunity to re-write the book on education which will yield the real success.

    • ’d like to suggest that for the sake of our discussions around education that Web 2.0 is simply the use of the Internet as a two-way medium- - -that it is a platform upon which content is not only consumed but also created. For my generation, our use of the Web largely mirrored our experiences with print and broadcast media: we were the audience, and a select few were the creators (this would be Web 1.0, if you will).
    • For my children and our students today, their use of the Web often entirely revolves around content that they and their friends have created, and within Web frameworks or scaffolding that facilitate that creativity rather than providing the content for them. They build profile pages, upload photos and videos, and interact with each other and that content through active commenting systems.

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    • If print culture shaped the environment in which the Enlightenment blossomed and set the scene for the Industrial Revolution, participatory media might similarly shape the cognitive and social environments in which twenty first century life will take place (a shift in the way our culture operates). For this reason, participatory media literacy is not another subject to be shoehorned into the curriculum as job training for knowledge workers.
  • Apr 12, 09

    Computers in the classroom require changes to desired outcomes and curriculum, along with quality use and instruction on the part of teachers

    • outfitting students with smartphones, which provide basic computing functions and can cost as little as $100 a year per student. Keller's pilot will equip 55 students with smartphones featuring slide-out keyboards from Taiwanese vendor HTC, with data service supplied by Verizon Communications (VZ), according to Soloway, who's working with the district on its plan. In February, Detroit's University Preparatory Academy plans to start a similar smartphone test. "It's all going to be through the phone. That's where the opportunity is now," says Soloway.
    • digital portfolio" of their work online, collecting writing, art, and other projects on the school's Web site, which is publicly available. The projects help kids produce "real products for a real audience,

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  • Apr 11, 09

    Increase of technology and visual media in society (i.e. tv and videogames) has had both significant benefits and costs. Increases in visual-spatial intelligence, but negative effects on abstract vocab, mindfulness, relfection, inductive problem solving, critical thinking and imagination.

    • Rising IQ performance is attributable to multiple factors: increased levels of formal education, urbanization, societal complexity, improved nutrition, smaller family size, and technological development
    • The changing balance of media technologies has led to losses as well as gains. For example, as verbal IQ has risen, verbal SATs have fallen. Paradoxically, omnipresent television may be responsible for the spread of the basic vocabulary (11) that drives verbal IQ scores, while simultaneously the decline in recreational reading may have led to the loss of the more abstract vocabulary driving verbal SAT scores

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  • Apr 10, 09

    Game developer, multiple articles including "Digital Natives"

      • Part 2 Outlines and provides evidence that digital native students' brains are neurologically different and have been rewired to adapt to this new environment. The author argues that teaching must adapt to this type of learning that is not linear or step by step, but parallel and almost random. He suggest video games as a means to instruction noting that a kid can easily remember 100 pokemon names so why not geographic regions. The digital native will willingly give hours of attention to video games but cannot in a non-interactive classroom.

      • Part 1 outlines differences in kids today and teachers as digital natives and immigrants. MTV, videogames and the net have fundamentally changed the way digital native kids think and learnLest this perspective appear radical, rather than just descriptive, let me highlight some of
        the issues. Digital Natives are used to receiving information really fast. They like to
        parallel process and multi-task. They prefer their graphics before their text rather than
        the opposite. They prefer random access (like hypertext). They function best when
        networked. They thrive on instant gratification and frequent rewards. They prefer games
        to “serious” work. (Does any of this sound familiar?)

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    • Backup   Education? -- Too many teachers see education   as preparing kids for the past, not the future (in Educational Technology,   Jan-Feb 2008)
      • Author argues that curriculum is filled with old information and skills that are quickly becoming outdated and obsolete. This 'old information' in inhibiting that induction of 21st century knowledge and skills. He notes that fallacy in the argument: what if the technology breaks down? Skills in programing and multimedia representation have become more valuable for future generations than traditional math and writing skills.

  • Apr 10, 09

    Special edition of Science magazine regarding technology in education

    • In many schools, PCs have failed to aid students' learning or improve test scores, or equip them with the analysis and communications skills that today's workplace demands, according to studies. The problems include a reliance on paper lesson plans that don't factor in technology, and inadequate teacher training and technical support. Also at fault, say educators, is American classrooms' occupation with teaching kids strategies for raising standardized test scores to meet provisions of the No Child Left Behind Act.
    • Other times, school boards buy computers to prove their technical savvy to politicians and parents, without thinking through how kids will actually use the machines.

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      • "Most hate school, but love learning, why is this? What's the problem here?"

      • Wesch discusses his frustrations with current educational practices, and how technology is not a problem but a tool to be used to engage students in meaningful inquiry. He describes the net as an infinite cloud of information that we must guide our students through, teaching them to navigate, analyze information and answer real problems.

      • Authenticity: kids now are bombarded with commercial media require people/info/activities to be authentic. This means transparency in motives, goals, and respect.

      • teach them how to find the right information, how to interpret it, how to problem solve with that information.

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