 |
April, May, 2002
 |
Temple University Center for Research
in Human Development and Education |
|
 |
5.Integrating technology into the classroom.
We know that Technology can extend learning in powerful ways-but its often the
more informal uses of technology that seem to capture the excitement of young
people. Games and simulations are powerful magnets for their money as well as
time-but what do we know of their educational value?. The following stories
describe examples of research into technology integration and their
effectiveness in learning.
1) Video games stimulate learning.
Computer games could become part of the school curriculum after researchers
found they had significant educational value. This British study concluded that
simulation and adventure games, such as Sim City and RollerCoaster Tycoon, where
players create societies or build theme parks, developed children's strategic
thinking and planning skills.
Click on the link to read from the BBC website.
http://news.bbc.co.uk/hi/english/education /newsid_1879000/1879019.stm
2) Handhelds /PDAs Go to Class.
Handheld computers, devices used by business professionals to keep track of
appointments, contacts, e-mail, and the Internet, have found their way into
classrooms.
Students do science experiments outdoors with computerized probes, enter
spreadsheet data and watch graphs come alive on the spot. Teachers eliminate the
need to write assignments on the blackboard because they can "beam" instructions
to students' handhelds.
Click here to read about this article from the George
Lucas Educational Foundation website.
6.A New Assistive Technology Help Empower Students with Learning
Disabilities. Xybernaut Corporation announced XyberKids(TM), a fully
functional wearable computer platform incorporating hardware, software, and
peripheral technologies designed to help educators empower students with various
learning disabilities. XyberKids, integrates a variety of educational
applications, such as speech and handwriting recognition and peripheral devices,
into a sturdy backpack that brings the power of a desktop computer to a wearable
package to assist teachers and children in the classroom. In its initial stages
of deployment, instructors and administrators in the special education
community, most notably in programs concentrating on children with autism,
cerebral palsy, and physical disabilities, found excellent results from
classroom use of the product. To read more click on the link below.
http://www.xybernaut.com/newxybernaut/company/
public/press/2002/pub_prss_2002_009.htm
7.Looking for research based answers to critical questions?
The CARET(Center for Applied Research in Educational Technology)is the place for
you. It is a project of the International Society for Technology in Education in
partnership with Educational Support Systems and is funded by a grant from the
Bill & Melinda Gates Foundation. CARET bridges education technology research to
practice by offering research-based answers to critical questions.
http://caret.iste.org/
8.Toward An Educational Theory Of Technology The web journal "First
Monday" featured an article that argues for an educational theory of technology,
as opposed to a theory of educational technology. The authors (Suzanne de
Castell, Mary Bryson, and Jennifer Jenson) are concerned that designers and
developers committed to technology for its own sake now create products for the
'educational market place with little or no experience of, or interest in,
underlying educational goals. It is proposed that one way of rethinking the
purposes and uses of new technologies for education might be to reposition
common theoretical questions, asking not how education might use these new
tools, but instead asking what, educationally, they might offer. Read the
complete article at the "First Monday" website.
http://firstmonday.org/issues/issue7_1/castell/index.html
Previous
Page 1 2
3
|
 |