Skip to main content

Home/ IT 344 Spring 2013/ Group items tagged inclusion

Rss Feed Group items tagged

Corynne Farmer

Assistive Technology and Inclusion - 0 views

  • Assistive technology (AT) devices can decrease studentsÿfd isolation and allow them to become part of regular subject area classrooms
  • a tool that provides a method for an individual who is experiencing a disability or other issue to still participate in a classroom
  • Teacher preparation programs then need to ensure that teachers are educated in special needs pedagogy and assistive technologies as they relate to general education. The educational environment needs to be designed or adapted for all students have the opportunity for success, even those students who may need modifications and accommodations.
  • ...8 more annotations...
  • The inclusion classroom is based upon teaching students with disabilities in regular classrooms, rather than in special schools, classrooms or pull-out locations.
  • with the necessary support services and supplementary aids (for the child or the teacher) both to assure the child's success - academic, behavioral, and social - and to prepare the child to participate as a full and contributing member of the society."
  • access by children with disabilities, ages five through twenty-one, to publicly funded educational opportunities and programs,
  • Assistive technology has the capacity for increasing student independence, increasing participation in classroom activities and simultaneously advancing academic standing for students with special needs, providing them the ability to have equal access to their school environment
  • Because of laws like the Individuals with Disabilities Education Act (IDEA 1992) which require that schools educate children who have disabilities in general education classrooms whenever possible, and that assistive technology devices and services to be considered, current and upcoming teachers are in need of additional instruction concerning assistive technologies
  • The exceptional education teachers are not the only ones who need awareness of assistive technology, all teachers are now likely to encounter mainstreamed special needs students, and the purpose for using the technology ideally is to allow and support the student in the general student population.ÿfd
  • In order for the learning, language and technology gaps to be closed, teachers of special needs children need effective integration methods along with expanded access to technology equipment and resources for the specific needs of their students.  
  • Assistive technology provides an educational resource that must be considered for any student classified with a disability and must be included on that studentÿfds individual education plan (IEP).
  •  
    As educators we need to be aware of assistive technologies so we can plan for inclusive classrooms for students with disabilities. Assistive technology provides educational resources for students with disabilities and allows them to be able to participate in the general education classroom despite their disabilitiy. It is critical that educators are aware of what can be provided so they know how to integrate assitive technology into the classroom. It is important for students to feel like a part of the class and now with assitive technology, students with disabilities are able to be part of the general education class as opposed to feeling isolated.
Stephanie Johnson

videogamesandeducation.pdf - 0 views

  • positive connotations
    • Stephanie Johnson
       
      positive connotations toward personal computer platforms may be a product of marketing, as asserted in the MIT study.
  • As with other expressions of mass culture, there appears to be an established historical trend that minimizes its scientific importance
  • One of the foremost objectives of much research was the study of the ìeffectsî of video games (aggressive behavior, addiction, isolation, school performance and the like), based on previous assumptions and research on television. But after two decades, research results on video games are somewhat confusing.
  • ...12 more annotations...
  • is no scientific evidence to support this claim.
  • rnicious influence on
  • Lastly, a certain number of authors refer to the need to include the video game phenomenon in the literature disseminated by the media.
  • Hence, they point out how essential it is to act in school setting: either to counteract the effects of mass media, both cognitive and social; or to seriously affirm the inclusion of the critical study of these media and their procedures into school curricula.
  • From all the aforementioned references, it can be deduced that, for learning, video games are of unquestionable importance,
  • stimulating motivation,
  • very useful in acquiring practical skills,
  • ncreasing perception and stimulation
  • developing skills in problem-solving, strategy assessment, media and tools organization and obtaining intelligent answers.
  • esearch has yet to prove that video games are intellectually harmful
  • on the contrary, many studies defend their great importance in the development of intellectual abilities
  • ncourages the growth of spatial and logical skills, such as visualizing objects and relating them in space, organizing several factors with an end in mind (thinking strategically), and so on.
Therese Claire

Best resource - 6 views

education smartboard technology

started by Therese Claire on 09 Apr 13 no follow-up yet
Autumn Griffith

Turning Point Student Response Systems: Making it Click for Students with Disabilities - 1 views

  • Turning Point is an audience response
  • system, commonly referred to as “clickers”, that works inside Microsoft’s PowerPoint®. Students are able to participate in presentations or lectures by submitting responses via their clickers; their recorded responses are then captured and can be viewed by the instructor and / or whole class.
  • differentiated instruction
  • ...6 more annotations...
  • allows for all students to participate equally in answering questions
  • Clickers allow them to answer without the fear of being ridiculed for incorrect answers
  • Competitive students can compete against other students for having the fastest response times.
  • Turning Point not only gives teachers instant feedback on what students are or are not learning, but this data can also be kept as ongoing records of student achievement and growth.
  • This information can be later disaggregated on Excel spreadsheets.
  • With Turning Point, teachers can insert not only question slides to gauge student’s mastery or understanding of a concept, but also input slides that ask students to convey their comfort level with newly learned material without fear of being “the only one” who didn’t understand.
  •  
    This article describes how TurningPoint can be used to benefit teachers and their students, especially those with disabilities. TurningPoint is an anonymous response system that teachers can use to check for understanding and allows students to feel confident in participating.
Maggie Gorman

The University of Maine - Center for Community Inclusion and Disability Studies - Techn... - 0 views

  •  
    search: early childhood education+technology+articles This site contains many more resources that I would like to look further into. Many having to do with the application of technology in early childhood education environments.
1 - 5 of 5
Showing 20 items per page