Dec 21

Essential Student Learnings for 2020 Through Advanced Technologies

Posted in Technology
Essential Student Learnings for 2020 Through Advanced Technologies

Introduction

Advances in both cognitive science and information technology have the potential to transform education and training in ways previously unimaginable.To lay the groundwork for Federal leadership in learning technology innovation, in September 2002, the Commerce Department published Visions 2020: Transforming Education and Training through Advanced Technologies. For Visions 2020, a number of distinguished individuals and teams from a wide range of technology and education fields were asked to look out into the future, and describe what technology-enabled learning experiences could be like. They responded with a rich collection of visions, some of which are excerpted in this report. Visions 2020 identified potential technologies, their application for learning, and how the learning environment would need to change to take full advantage of them. With a future vision in hand, the Commerce Department convened a Summit on the Use of Advanced Technologies in Education and Training. At the Summit, stakeholder groups identified ways to encourage technology-enabled transformation in U.S. education and training. The U.S. Departments of Commerce and Education (who co-chair the NSTC Working Group) and Net Day formed partnership aimed at analyzing K-12 student views about technology for learning. These views are analyzed in this second report, Visions 2020.2: Student Views on Transforming Education and Training Through Advanced Technologies. In October-November 2004, NetDay sponsored its “Speak-Up Day for Students” which offered online questionnaires, which asked K-12 students across the country about their use of technology.

Collapse of the information float

Not only is information growing quickly, the time lag between discovery and application — the information “float” — is rapidly shrinking. For example, it took many hundreds of years for the steam engine to move from being a curiosity to a commercial product. In contrast, recent discoveries in science and engineering show up in products virtually overnight.

Education must focus on new competencies

Changes of this magnitude require a complete rethinking of education, both in terms of the curriculum, and in the development of pedagogies that insure that every student acquires the high level of skills needed to thrive in the dynamic world of the 21st century. In addition to the basic skills of literacy and numeracy, every learner must also master the “three C’s:” Communication, Collaboration, and Creative Problem Solving. Beyond these are the equally important skills of knowing how to use numbers and data in real-world tasks, the ability to locate and process information relevant to the task at hand, technological fluency, and, most of all, the skills and attitudes needed to be a lifelong learner.

Technological fluency is a basic skill

Technological fluency is a step beyond technological literacy. To be fluent in technology use means that we can sit down at a computer and use it as easily as we can pick up and read a book in our native language. Of the challenges facing education today, preparing students to be fluent in the use of computational and communication technologies is one of our greatest.

Education must prepare students for jobs that have yet to be invented

If our challenge could be limited to preparing people for the kinds of jobs available today, we would still have a lot of work to do. Unfortunately, the challenge is even greater. Many of the jobs that will be available at the turn of the century have yet to be invented.

If you doubt this, consider the following. One of the job categories in great demand today is that of Webmaster — a person who designs, creates, and maintains sites on the World Wide Web. This job did not exist ten years ago. In fact, it did not even exist five years ago! This means that the people who are working in this new field have acquired their skills largely on their own.

ESSENTIAL STUDENT LEARNINGS FOR 2020

•Use the technology to involve the student and parent in assessment.

•Give every student a lifelong e-portfolio.

•Assess team work, collaboration and creativity using the technology, e.g. through games, simulations etc.

Technology will enable us to abandon

•The role of teacher as knowledge transmitter and student as the receiver.

•The “top down”, one-off model of initial and continued teacher training.

•Textbooks.

•Traditional methods of assessment of content in one-time, big exam testing period.

•Fixed times in classrooms

•The traditional notions of school space and school time

Innovations of time

•Flexible working (staff & pupil)

•Learning should be possible all day every day

•Self-controlled time management

•True individualised learning programmes

•Clever use of ICT

•Move away from prescribed ages to start and finish schooling

Technology

Computer-based training represents a period of single-user tools in which the computer made its entrance in education and was brought into use for mathematics, computer-aided design, simulation programs, infinite calculation methods, writing, and presentation skills. Online learning represents multi-user tools, such as communication tools,the World Wide Web (WWW), streaming video and a virtual learning environment for online courses. Lecture notes were digitized and put online, as were video snaps together with references to publications that could be reached via hyperlinks. Underlying tools for two-way communication are used to support this time- and place-independent way of learning. Learning on demand represents the next generation web-based virtual learning environment where learning material, which is broken up into specified learning objects, is initially distributed online for regular educational tracks. The underlying systems will be compound systems with merged technologies and features gathered from several compound learning systems.

Four Changes

Many school managers and school boards do currently recognize the need for fundamental changes in schools and education systems at large. Some of them have already started revolutionary experimental schools. First results from these schools show that students love the new approaches that have been adopted and that learning results are satisfying. In the Netherlands, about six schools have started recently to work along entirely new lines

Future Schools

• 4 hours periods

• Interdisciplinary themes

• Areas for 90 to 120 students

• Continuing individual learning Paths

ENVISIONING THE NEW TECHNOLOGIES FOR 2020

The Learner

•The technology will enable a “new 2020 student” – responsible, independent, exciting.

•We need to identify and agree what we want learners to look like first, then use the technology to make it happen.

“Don’t use technology for technology sake; it must be seamlessly integrated into the curriculum so that it is second nature to the teachers and students”

School Design

Schools as extended learning centres.

•On-line tutoring/mentoring available 24/7.

•Change time structures to allow for immersion in learning and real research.

•Use technology and class design to facilitate individual student progress, giving immediate access to ICT when appropriate.

Intelligent Tutor/Helper

No concept drew greater interest from the student responders than some sort of an intelligent tutor/helper. Many students desired such a tutor or helper for use in school and at home.

The Oracle: Many students expressed interest in an “answer machine,” through which a student could pose a specific question and the machine would respond with an answer. Similarly, some students described a sort of knowledge utility. Through a computer or an Internet web site, students could access all of the world’s knowledge from any location.

Make It A Game

•A way kids could have fun doing their homework. Someone could invent videogame homework.

•Video games that reenact historic events or scientific experiments. People love video games, and what better way to learn than through telling the story, while being able to reenact it.

Take Me There

•Things like virtual reality careers we could do. We would be able to work in an environment in which we would have to work in the future without actually being there, but still be able to explore and see what it would be like.

•3-D simulators to reenact historic events.

•Computer that has a virtual tour on it so, when looking up a country, you can go onto the computer and get a tour of it.

On-Line Classes

•Computer with a built in school system so you can learn at home without going to school.

•Virtual class room, where kids can stay at home and learn. The teacher could be on the computer or on a T.V. screen with a video camera or a web cam. This way, no one would have to miss a day of school if they were sick.

Working Digitally

•IM on school computers and, if a student can’t get up to ask a question or talk, you can just IM someone!

•Website with different subjects and teachers there to teach students different subjects. That way, we can go to school anytime we want and we wouldn’t have to wake up so early in the morning to catch the bus.

•Before the marking period closes, students can see their grades online to see what work and assignments they’re missing or if they failed on an assignment they can improve it.

A Different Kind of Teacher

•Computer that is like a personal teacher that has a lot of patience and that can speak.

•Teacher for every student, but not real teachers. They should be holograms and they should know everything possible

•Robotic teachers so we could learn more stuff and not get yelled at as often.

A Different Kind of Book

•Digital books that read the lesson to you, and teach you specific things. The thing would be voice-sensitive so you could read, and it would correct your reading.

•Dictionary that talks. So when kids find a word they can’t pronounce, they listen to the dictionary pronounce it for them.

Attributes of the Learning Process

•Computers that can produce realistic images of any subject. For example, the operation of machines or human organs.

•3-D simulations in classes such as science because often materials needed are not safe or available.

A Computer for Every Student

•Laptop that didn’t sell for much so that every student could have one on their desk.

•We already have laptops, but to see every student with an updated laptop to use with software that will aid them in their schoolwork will be nice. This could lessen the strain on students because the computers can be used to ask commonly asked questions.

•Laptop computers should be given as a school supply to every student in the future.

The Need for Speed

•Faster modems would help the kids in the future. It would make things a lot easier for them, and they wouldn’t have to worry about not getting stuff done because of the time it takes for everything to load.

•We need new, faster computers.

Want It Wireless

•Wireless Internet everywhere: in the park, at home, hospitals, and everywhere else. That way there will be wireless, trouble-free Internet wherever you go. That will give the child a chance to learn wherever he is.

Make It Safe and Easy to Use

•Easier version of the Internet for the younger people.

•Something should be invented that filters out incorrect information on any website. It is very misleading and confusing to find different facts on different websites, so it would be very helpful if there were a way to filter out wrong information.

24-7 Access:

•Access your school’s network from online at your own home.

•Access to the school websites and information from our houses, because it would help a lot with school projects and homework.

Conclusion

During 2020,Every student would use a small, handheld wireless computer that is voice activated. The computer would offer high-speed access to a kid-friendly Internet, populated with websites that are safe, designed specifically for use by students, with no pop-up ads. Using this device, students would complete most of their in-school, college work and homework, as well as take online classes both at school and at home. Students would use the small computer to play mathematics-learning games and read interactive e-textbooks. In completing their schoolwork, students would work closely and routinely with an intelligent digital tutor, and tap a knowledge utility to obtain factual answers to questions they pose. In their history studies, students could participate in 3-D virtual reality-based historic reenactments.

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Nov 24

Breaking the Technology Barrier: Using Technology in Education

Posted in Technology
Breaking the Technology Barrier: Using Technology in Education

Running Head: Breaking the Technology Barrier

Breaking the Technology Barrier: Using Technology in Education

Patrick Wellert

ETC 558

Northern Arizona University

Abstract

It has long been difficult for teachers to effectively communicate the objectives and goals in a fun and exciting way that reaches the students.  In the changing times teachers need to find ways to include students into the lesson using the technology made available to them. It has long been believed that teachers need to get over their fear and use technology openly with students in order to meet their educational needs. By including students into the lessons teachers will experience a more positive classroom experience.

 Breaking the Technology Barrier: Using Technology in Education

            Technology and education have always seemed to go together. In order to prepare students for the workplace or college they need to be able to be exposed to it. Teachers in the classroom use technology believing that the students are gaining valuable information and retaining the concepts taught but in reality the students need to be involved in the lesson and actively participating in activities that include technology. Student engagement is critical to student motivation during the learning process. The more students are motivated to learn, the more likely it is that they will be successful in their efforts. (Beeland, 2002).

Uses of Technology

            There are numerous uses of technologies that are available to teachers to include students into the classroom’s lesson. These include Interactive Whiteboards, Proximas, PowerPoint games, interactive DVDs, Ventrilo chat software, Myspace, Blackboard, and scavenger hunts. To put the uses of technology into an effective practice, teachers need to help students set achievable goals; encourage students to assess themselves and their peers; help them to work co-operatively in groups and ensure that they know how to exploit all the available resources for learning (Hall, 2006). The following are how some technology is used to help students learn.

Interactive Whiteboards

            There are two different types of whiteboards. The first is a virtual version of a dry erase board. It allows students to see what the instructor or other students write or draw using a special pen. The second functions similar to a normal whiteboard but also contains a projector screen, an electronic copy board or as a computer projector screen on which the computer image can be controlled by touching or writing on the surface of the panel instead of using a mouse or keyboard. They function by connecting a projector to the whiteboard panel with the use of a computer and software. It is important to know the different functions in order to determine which whiteboard is right for the educator. By knowing the difference you can also learn the terminology and understand the basic functions of each.

Proximas and PowerPoint

            PowerPoint is a software program that is being used in the classroom as a tool to incorporate learning activities into the curriculum. PowerPoint enables teachers and students to actively create presentations with graphics, charts, diagrams, and pictures in their slideshows to help make often complicated ideas and lessons more manageable and understandable. It is a way for students to engage in research, and present information to their peers. When students are actively learning, taking an active role in the learning process, they seem to understand the information better, and enjoy the lesson. The use of a game also allowed Jones and Mungai to directly address the learning style needs of the visual (58%) and tactile learner (22%), which represents eighty-percent of those involved in the content related courses. When constructed with different learning styles in mind, games can often accelerate the learning process (Jones & Mungai, 2003). By itself PowerPoint is not a cure-all remedy, but rather a tool that needs to be understood and used properly for it to be effective as an active learning tool. It also has shown that students that did use PowerPoint as a learning tool were more engaged in the discussions (Rowcliffe, 2003). This will encourage teachers to use PowerPoint as a way to involve students into a lesson by stimulating discussion. For PowerPoint to take place in a classroom an Interactive Whiteboard or a Proxima is needed. A Proxima displays a computer screen onto a screen much like a projector at a movie theater. The user is able to display items such as websites, PowerPoint, and interactive games. A way for students to interact using this technology is through games created by teachers and used in the PowerPoint lesson. Games such as Hollywood Squares, Jeopardy, and Who Wants to be a Millionaire are created using slides and links to answer the questions. Teachers may use a blank template and fill them with different answers for the students to use as a review. Teachers may even let the students create their own review using the blank templates. This activity can also be used in a small group or team setting.

 Advantages to the Students

Learning sciences research tells us that students learn much better “by doing” rather than “by listening.” This means that passive learning – the traditional lecture – is being replaced in our classrooms by more active learning activities that emphasize student problem solving, discussion, presentation and other “authentic” learning-by-doing-activities. (Day, 2004). By including students into the lesson it opens up a realm of possibilities because students can retain roughly only 10% of what they write down.

Teacher Apprehension

            So why are teachers not using technology that engages and interacts more frequently with students? There are many reasons why teachers feel apprehensive or uncomfortable using an interactive whiteboard, proxima and PowerPoint. The first of which could be the length of time from their college prep program until now. Teachers often get exposed to and learn new technologies in their teacher prep courses. Some might not have been prepared enough upon entering the workforce. Although the availability of technology in American schools has increased (US Department of Education, 2000), information released by The National Education Association (2004) indicates that less than 35% of public school teachers feel they are "well prepared" or "very well prepared" to use this technology effectively.

            The second reason is blockage from the school’s control or security system. Teachers claim that the firewalls and filtering systems create blockage in their attempts to educate and communicate with others with technology (Murray, 2004). The teachers and other users can become frustrated when they do not understand why a certain item like a website used for a scavenger hunt or a hyperlink in a PowerPoint are not available.

            The inconsistency from school to school is another reason. At one site there may be access to all different types of technology while at another the absence is very evident. The general public perception is that our schools are using technology and managing our resources in that area well. In several surveys done some schools do show nearly 100 percent use of technology while in others the use of technology is nonexistent (Starr, 2003).

Summary

The research has shown that there are proven benefits to using technology in the classroom. The ability to integrate technology into the classroom can add valuable information and ideas to our students.

By facilitating Proximas, PowerPoint, and interactive whiteboards our teachers will be able to reach a broader audience of learners.    

References

Beeland, W.D. (2002). Student engagement, visual learning and technology: can interactive

whiteboards help? Retrieved May 31, 2008, from www.apexavsi.com

Day, J. (2004). Enhancing the classroom learning experience with web lectures. Retrieved May 31, 2008 from http://smartech.gatech.edu/dspace/handle/1853/65

Hall, B. (2008, March 4). Explorations in learning. Message posted to Student Centered Learning, archived at http://secondlanguagewriting.com/explorations/Archives/2006/Jul/Studentcent
eredLearning.html

Jones, D. C. & Mungai, D. (2003). Technology-enabled teaching for maximum learning.

International Journal of Learning, (10), 3491-3501.     

Murray, C. (2004). Teachers: Limited time, access cut school tech use [Electronic version] e School news, 1-5

National Education Association. (2004): Technology in Schools. Retrieved May 31, 2008 from

http://www.nea.org/cet/

Rowcliffe, S. (2003) Using PowerPoint effectively in science education: lessons

from research and guidance for the classroom. School Science Review 84 (309).

Starr, L. (2003). Encouraging teacher technology use [Electronic Version] Education World, pg 1

US Department of Education. (2000). Internet access in public schools. Washington, DC: National Center for Education Statistic.

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