d

 

Technology Origami

 

Participation, Collaboration, Distribution, Feedback

 

Today’s students have not just changed their styles of clothes, hair and slang. A big discontinuity has taken place. The cause of this profound change, or singularity, is the arrival and rapid dissemination of digital technology. Present day students have spent their entire lives surrounded by and utilizing computers, video games, digital music players, video cams, cell phones and other tools of this age. The Internet, e-mail and instant messaging are now important parts of their lives. This has led to a large disconnect between how these young people interact outside the classroom and the traditional methods of teaching that are still practiced within the mortared walls.

To build a bridge to today's complex workplace, twenty-first century learning should be child-centered, collaborative, technologically fluent, interdisciplinary and transparent. Further, creativity, ethics and innovation should be stressed in a context that features problem solving, project based formats with real-world applications. Moreover, today’s pedagogy should encourage the dissemination of data, with heightened, critically thought-out communication, to a wider audience.  Importantly, the resulting, correlating feedback promotes higher order thinking. This will serve the learners well as they apply these abilities to comprehending and mastering traditional core subject matter. Finally, assessments drive instruction. Accordingly, they should be revamped to measure the new skills, including group performance.

Students enjoy sharing their thoughts with a wider audience. Students want to learn these new skills. They are growing up in a video game era and these new technologies are a game to them. They enjoy it. I also find it doesn't take much time because they navigate in new technologies without much assistance. They also help teach each other.

Technology can improve student achievement because it requires participation from all. For example, communicative blogs and collaborative wikis motivate students and encourage cooperative learning. In addition, there is increased student-teacher interaction. Technology also aids students with disabilities through the use of “smart devises.” Multi-media software addresses multiple intelligences.  Video and audio brings classroom knowledge to life. For example, creative podcasting is a new method of communication allowing anyone to create audio files and post them to the Internet for others to download and listen to at any time. These audio files can be downloaded to a personal computer or handheld device such as an iPod. This makes learning personal and the files makes it accessible “on demand.”

Technology also facilitates “any time, any place” learning through web blogs and e-mail. As a result, students can communicate instantly and globally, therefore expanding and deepening their perspectives and experiences. Interacting with an authentic audience increases their sense of ownership as well.


A few caveats are now offered. First, if the technology is too dazzling, there is a danger the students remember the technology and not the lesson. Consequently,
a balance must be struck between the content (including skills), pedagogy, and the attending technology. Ultimately, the task dictates the choice of tool, and technology is simply a tool. Technology alone does not create student investment. As always, it comes down to the teacher and how well the lessons are planned and executed.

This is indeed the multi-media, video game, hand-held devises, Facebook generation where technology rules their daily lives.  What better way to tap into the minds and interests of our students than to use technology in the classroom?

 

Together We Are Smarter!

 

The Adventure Continues

 

Classroom Resources

 

 

Atomic_Learning.pdf

 

Production Applications:

For more information about how a podcast works, watch this brief video on the Common Craft Show: Podcasting in Plain English

Social Networking:

Online Collaboration:

Online Screencasting:

Animation:

 

 

k g f