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anonymous

Critical Issue: Using Technology to Improve Student Achievement - 0 views

shared by anonymous on 23 Feb 10 - Cached
  • Technologies available in classrooms today range from simple tool-based applications (such as word processors) to online repositories of scientific data and primary historical documents, to handheld computers, closed-circuit television channels, and two-way distance learning classrooms. Even the cell phones that many students now carry with them can be used to learn (Prensky, 2005).
  • Bruce and Levin (1997), for example, look at ways in which the tools, techniques, and applications of technology can support integrated, inquiry-based learning to "engage children in exploring, thinking, reading, writing, researching, inventing, problem-solving, and experiencing the world." They developed the idea of technology as media with four different focuses: media for inquiry (such as data modeling, spreadsheets, access to online databases, access to online observatories and microscopes, and hypertext), media for communication (such as word processing, e-mail, synchronous conferencing, graphics software, simulations, and tutorials), media for construction (such as robotics, computer-aided design, and control systems), and media for expression (such as interactive video, animation software, and music composition). In a review of existing evidence of technology's impact on learning, Marshall (2002) found strong evidence that educational technology "complements what a great teacher does naturally," extending their reach and broadening their students' experience beyond the classroom. "With ever-expanding content and technology choices, from video to multimedia to the Internet," Marshall suggests "there's an unprecedented need to understand the recipe for success, which involves the learner, the teacher, the content, and the environment in which technology is used."
  • In examining large-scale state and national studies, as well as some innovative smaller studies on newer educational technologies, Schacter (1999) found that students with access to any of a number of technologies (such as computer assisted instruction, integrated learning systems, simulations and software that teaches higher order thinking, collaborative networked technologies, or design and programming technologies) show positive gains in achievement on researcher constructed tests, standardized tests, and national tests.
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  • Boster, Meyer, Roberto, & Inge (2002) examined the integration of standards-based video clips into lessons developed by classroom teachers and found increases student achievement. The study of more than 1,400 elementary and middle school students in three Virginia school districts showed an average increase in learning for students exposed to the video clip application compared to students who received traditional instruction alone.
  • Wenglinsky (1998) noted that for fourth- and eighth-graders technology has "positive benefits" on achievement as measured in NAEP's mathematics test. Interestingly, Wenglinsky found that using computers to teach low order thinking skills, such as drill and practice, had a negative impact on academic achievement, while using computers to solve simulations saw their students' math scores increase significantly. Hiebert (1999) raised a similar point. When students over-practice procedures before they understand them, they have more difficulty making sense of them later; however, they can learn new concepts and skills while they are solving problems. In a study that examined relationship between computer use and students' science achievement based on data from a standardized assessment, Papanastasiou, Zemblyas, & Vrasidas (2003) found it is not the computer use itself that has a positive or negative effect on achievement of students, but the way in which computers are used.
  • Another factor influencing the impact of technology on student achievement is that changes in classroom technologies correlate to changes in other educational factors as well. Originally the determination of student achievement was based on traditional methods of social scientific investigation: it asked whether there was a specific, causal relationship between one thing—technology—and another—student achievement. Because schools are complex social environments, however, it is impossible to change just one thing at a time (Glennan & Melmed, 1996; Hawkins, Panush, & Spielvogel, 1996; Newman, 1990). If a new technology is introduced into a classroom, other things also change. For example, teachers' perceptions of their students' capabilities can shift dramatically when technology is integrated into the classroom (Honey, Chang, Light, Moeller, in press). Also, teachers frequently find themselves acting more as coaches and less as lecturers (Henriquez & Riconscente, 1998). Another example is that use of technology tends to foster collaboration among students, which in turn may have a positive effect on student achievement (Tinzmann, 1998). Because the technology becomes part of a complex network of changes, its impact cannot be reduced to a simple cause-and-effect model that would provide a definitive answer to how it has improved student achievement.
  • When new technologies are adopted, learning how to use the technology may take precedence over learning through the technology. "The technology learning curve tends to eclipse content learning temporarily; both kids and teachers seem to orient to technology until they become comfortable," note Goldman, Cole, and Syer (1999). Effective content integration takes time, and new technologies may have glitches. As a result, "teachers' first technology projects generate excitement but often little content learning. Often it takes a few years until teachers can use technology effectively in core subject areas" (Goldman, Cole, & Syer, 1999). Educators may find impediments to evaluating the impact of technology. Such impediments include lack of measures to assess higher-order thinking skills, difficulty in separating technology from the entire instructional process, and the outdating of technologies used by the school. To address these impediments, educators may need to develop new strategies for student assessment, ensure that all aspects of the instructional process—including technology, instructional design, content, teaching strategies, and classroom environment—are conducive to student learning, and conduct ongoing evaluation studies to determine the effectiveness of learning with technology (Kosakowski, 1998).
iupdateyou123

Job For Java Developer - 0 views

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    Company Type- Software / IT Company- 7nth Online, Inc Salary Preferred- As Per Qualification Job Location- New York City NY 10018 Job Type- Full Time Experience Required- 5 To 7 Years Eligibility- Bachelor's degree Career Level- Experienced Required Job Responsibilities It should be known to the candidate how to hands-on software engineer with over 5 years of professional software development experience.
danishali83

Ableton Live 11.1.1 Crack + Serial Key [Latest Version] - 0 views

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    Ableton Live Crack Latest Release is a powerful, innovative, and professional music software for old and top music developers.
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    Ableton Live Crack Latest Release is a powerful, innovative, and professional music software for old and top music developers or new students. It helps you make music in the traditional linear order. The app gives you unlimited state-of-the-art digital instruments, sounds, effects, and much more you need to create revolutionary voices
tarun_4193

Want to learn IT courses after office hours..? - 0 views

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    Bootstrap:- Learn Bootstrap Development by Building 10 Projects to know the fundamentals along with the advanced features of the latest bootstrap framework. Here, TutorsWeb is the online education hub where student can choose various options like online home tuitions, homework assistance, IT courses at their convenience.
Ruth Howard

Social Media Classroom - 0 views

  • The Social Media Classroom is a set of free and open source social media
  • It was initially created by Howard Rheingold and Sam Rose
  • Colab was created specifically to teach social media theory by the use of social media, a
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  • Although the Colab was created specifically to teach social media theory by the use of social media, and the Social Media Classroom includes resource lists, syllabi, and , lesson plans focused on that specific subject, it was intended from the beginning to serve as an all-purpose tool for educators who seek to use social media in pursuit of a more participative pedagogy. That’s where the community of practice comes in. We’re devoting an instance of the Colab to converations among educational practitioners that we hope to grow into a self-sustaining community around the use of social software in pedagogy in the broadest sense—any subject, any age level, any institution. We welcome participants who want to learn more, share best practices, meet others who share an interest in social media in education. The hope of those who created the initial Colab and accompanying curricular and support material is that this effort, and the tools we provide, will inspire others to vastly expand and deepen our resource repository, add their syllabi and lesson plans, discuss with and learn from others. We’ll start with Forums, where the early participants can meet and discuss what we’d like to do together, and the wiki, where we’ve seeded some fundamental resources and invite others to add new ones. If there is interest, we can add blogs, chat, RSS, social bookmarking, microblogging and video. The Colab is based on Drupal, a free and open source Content Management System, and we hope to grow ties with others in that community who are interested in working with educators to co-develop new tools and improve existing ones. To join the community click here
  • We’ll start with Forums, where the early participants can meet and discuss what we’d like to do together, and the wiki, where we’ve seeded some fundamental resources and invite others to add new ones. If there is interest, we can add blogs, chat, RSS, social bookmarking, microblogging and video.
  • a self-sustaining community around the use of social software in pedagogy in the broadest sense—any subject, any age level, any institution. We welcome participants who want to learn more, share best practices, meet others who share an interest in social media in education.
  • it was intended from the beginning to serve as an all-purpose tool for educators who seek to use social media in pursuit of a more participative pedagogy. That’s where the community of practice comes in.
  • we hope to grow ties with others in that community who are interested in working with educators to co-develop new tools and improve existing ones. To join the community click here
Philippe Scheimann

Look, Ma, no blackboard! - Haaretz - Israel News - 11 views

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    whole software system developed for schools
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    development in Israel with a couple of trials in the US
iupdateyou123

Job For Software Developer - 0 views

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    C, C++, Asp.Net, .Net Frame Work, Core Java, Php, My Sql, HTML, Java Script
Fleet Management Solutions FMS

FMS - FLEET MANAGEMENT SOLUTIONS : A Systems Software Provider - 1 views

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    Web Services Make Your Business Visible OnlineWe create custom made quality designs that will stand out from your competition. Systems Development Customized To Suit Your Needs Professionally developed custom software application gives you a significant business advantage over your competition.
susane thomas

Bachelor Degree College in India - Bangalore Management Academy - 0 views

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    Bachelor programs contain elaborative coverage in various fields which are industry specific and growth oriented. Courses in software engineering, Game development, Information Technology, web media, Net working, are designed for current industry standards. Courses are also in International business, Accounting, finance and HRM.
Tero Toivanen

Education Futures - The role of technology in Education 3.0 - 0 views

  • To harness the potential of open, socio-technological systems, 3.0 schools will need to rebuild themselves not on software, not on hardware, but on mindware. Such new technologies integrate the development of imagination, creativity and innovation –all critical in the 21st century workplace.  Mindware maximizes the potentials for human capital development that ambient awareness technologies permit. Is your school investing in mindware technologies?
Peter Horsfield

Juliana Rotich - Extraordinary People Changing the Game - 0 views

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    Meet the extraordinary young entrepreneur, philanthropist, blogger and IT professional who is most known for developing Ushahidi, an open-source software platform that is designed to provide crisis reporting and information, Juliana Rotich. "I am, as optimistic about the world, and as action-oriented as I aspired to be". To read more about Juliana Rotich visit www.thextraordinary.org
shoaibhashmi

Reimage PC Repair Crack+License Keygen Full Download - 0 views

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    A Reimage PC Repair Crack+License Keygen Full is new and user friendly development software for all forms of windows to upgrade and significantly repairing
Jeff Johnson

Digital Portfolios Made Easy - 1 views

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    Digital Portfolios Made Easy is a portfolio system developed by Dr. Leigh E. Zeitz and Andrew E. Krumm. It provides a system for presenting digital portfolios that is complete but simple. The growing interest in electronic and digital portfolios has created opportunities for practitioners to present portfolios that are more rich and interconnected than the traditional notebook professional portfolio. The greatest obstacle to creating digital portfolios, however, can be the practitioner's perception of the technology itself. The technology does not need to be overly complicated, and the goal of DPME is to make the process as transparent and intuitive as possible. The DPME templates provide a framework within which to build a standards-based, individualized professional portfolio. The DPME templates are provided in two formats, Word and HTML. These two formats allow practitioners of all skill levels to use software that most already have on their computers.
Jeff Johnson

Social Networking: Learning Theory in Action - 0 views

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    There has been a lot of recent debate on the benefits of social networking tools and software in education. While there are good points on either side of the debate, there remains the essential difference in theoretical positioning. Most conventional educational environments are "Objectivist" in nature and highly structured in terms of students progress and choice. Social networking essentially requires a less controlled, user-generated environment, which challenges conventional views of the effective "management" of teaching and learning. Therefore, can social networking both as an instructional concept and user skill be integrated into the conventional approaches to teaching and learning? Do the skills developed within a social networking environment have value in the more conventional environments of learning?
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