About Me
- Lindsay
- I am a 21 year old Senior at Florida State University. I am part of the Florida State Flying High Circus and have been since my freshman year. Along with participating in the circus I am a T.A. for Biology 2.
Florida State Flying High Circus Website
Monday, October 29, 2007
Technology and Curriculum Integration
For everyone who is not a teacher and does not know, a curriculum is defined as the knowledge, skills, and performance standards students are expected to acquire in a particular grade, or through sequences or clusters based on subject matter units of instruction, such as language arts, mathematics, science, English, history, or physical education. It is often designed at the state or school district level by a team of experts. The State Departments of Education also provide their school districts with documents that describe the curriculum standards and benchmarks for learning, called the curriculum framework or guide. Some states and districts are also incorporating Grade Level Expectations (GLEs) into their curriculum.
The curriculum standard or goal defines what a student is expected to know at certain stages of education. A benchmark or objective is a specific, measurable outcome or indicator that usually is tied to a curriculum standard.
Technology integration is the combination of all technology parts, such as hardware and software, together with each subject-related area of curriculum to enhance learning. Mastering this integration is no an easy task. Much training and practice is required to help gain insight into this application. Integrating technology into the curriculum is tricky but if you identify what you are trying to accomplish within your curriculum, you are on the road to success. As a teacher you must also recognize that each student has a different learning style and the more ways you can present the information the better.
Technology has become increasingly more important in today's society and therefore it must be incorporated into the classroom. An example of integration is the Sunshine State Standards. The standards are completely online and sorted by area and grade level. If you have a question, just go on the website and look it up and compare. Technology has become so second nature to us that we don't realize how much we use it until it is not there.
The curriculum standard or goal defines what a student is expected to know at certain stages of education. A benchmark or objective is a specific, measurable outcome or indicator that usually is tied to a curriculum standard.
Technology integration is the combination of all technology parts, such as hardware and software, together with each subject-related area of curriculum to enhance learning. Mastering this integration is no an easy task. Much training and practice is required to help gain insight into this application. Integrating technology into the curriculum is tricky but if you identify what you are trying to accomplish within your curriculum, you are on the road to success. As a teacher you must also recognize that each student has a different learning style and the more ways you can present the information the better.
Technology has become increasingly more important in today's society and therefore it must be incorporated into the classroom. An example of integration is the Sunshine State Standards. The standards are completely online and sorted by area and grade level. If you have a question, just go on the website and look it up and compare. Technology has become so second nature to us that we don't realize how much we use it until it is not there.
Integrating Digital Media in the Classroom
Chapter 5 explains different ways to integrate digital media and educational software into your classroom. First I must explain some basic terms. Technology was the first term associated with computer use in the classroom, multimedia means more than one media and incorporates a variety of elements like text, graphics, audio, video, and animation. Digital media is defined as those technologies that allow users to create new forms of interaction, expression, communication, and entertainment in a digital format. Digital media software refers to any computer-based presentation or application software that uses multimedia elements. Multimedia consists of text, which consists of characters that are used to create words, sentences, and paragraphs and is a fundamental element used in all multimedia applications. Graphics are digital representations of non-text information, such as a drawing, chart, or photograph, audio is any music, speech, or other sound, while an animation is a graphic that has the illusion of motion if played back at the proper framing rate. Lastly, video consists of visual frames that are played back at speeds of 15 to 60 frames per second and provide full motion in real time.
Now that we are familiar with some basic terminology, we will discuss some applications of digital media. First a digital media application involves the use of digital media technology in education, business, and entertainment. I am going to discuss some examples of some applications. Computer-based training (CBT) is a tool that allows individuals to learn by using and completing exercises using instructional software on computers. Electronic books and references allow you to have millions of tools at your fingertips. An electronic book allows users to read, save, highlight, bookmark, and add notes to online text. How-to guides have become digital and show step-by-step instructions and interactive demonstrations to teach you practical new skills. Newspapers and magazines have become digital lately too.
Educational software applications in grades K-12 refers to computer software products used to support teaching and learning of subject related content. Computer-assisted instruction (CAI) is software designed to help teach facts, information, and/or skills associated with subject-related materials. Educational games help to teach students through repetition and practice and allows students to compete and challenge themselves. Tutorials are teaching programs that are designed to help individuals learn to use a product or concept.
As you have seen there are many digital media programs and educational software programs out there that are available to teachers. Research has shown that digital media applications are highly effective teaching tools, so incorporating them into daily teaching strategies is important in today's society.
Now that we are familiar with some basic terminology, we will discuss some applications of digital media. First a digital media application involves the use of digital media technology in education, business, and entertainment. I am going to discuss some examples of some applications. Computer-based training (CBT) is a tool that allows individuals to learn by using and completing exercises using instructional software on computers. Electronic books and references allow you to have millions of tools at your fingertips. An electronic book allows users to read, save, highlight, bookmark, and add notes to online text. How-to guides have become digital and show step-by-step instructions and interactive demonstrations to teach you practical new skills. Newspapers and magazines have become digital lately too.
Educational software applications in grades K-12 refers to computer software products used to support teaching and learning of subject related content. Computer-assisted instruction (CAI) is software designed to help teach facts, information, and/or skills associated with subject-related materials. Educational games help to teach students through repetition and practice and allows students to compete and challenge themselves. Tutorials are teaching programs that are designed to help individuals learn to use a product or concept.
As you have seen there are many digital media programs and educational software programs out there that are available to teachers. Research has shown that digital media applications are highly effective teaching tools, so incorporating them into daily teaching strategies is important in today's society.
Wednesday, October 17, 2007
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