Midterm Flashcards

(38 cards)

1
Q

Digital Immigrants

Chapter 1

A

A person born or brought up before the widespread use of digital technology

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2
Q

Digital Natives

Chapter 1

A

A person born or brought up during the age of digital technology and therefore familiar with computers and the Internet from an early age

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3
Q

Digital Divide

Chapter 1

A

Division created by groups who have different levels of access to computers and the Internet (there may be a connection to socioeconomic status, education, income, where one lives- urban verses rural etc.)

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4
Q

Participation Gap

A

Even students who have had access to technology have had different experiences with it and have thus gained different skills, interest, and comfort levels with technology. The participation gap is the difference in computer and technology usage

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5
Q

21st Century Skills

A

abilities that students need to succeed in highly technological information-based society
▪ Ability to think critically
▪ Ability to make informed judgments
▪ Ability to solve complex problems

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6
Q

What are Characteristics of 21st Century Students?

A

◦ An iGeneration of Technology Users
• Students born after 2004
• Have always known a world powered by interactive technology
• Almost universal access to television
• Increasing access to computer, smartphone, and tablet

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7
Q

How can we teach 21st Century Learners with 21st Century Technologies/What are 21st century technology-based literacies?

A

◦ Proficiency with technological tools
◦ Ability to solve problems collaboratively
◦ Knowledge to design and share information
◦ Capacity to evaluate information from multiple sources
◦ Capability to handle information ethically
◦ Ability to think creatively
◦ Ability to communicate and collaborate with others
◦ Ability to use information in innovative ways
◦ Ability to take responsibility for one’s personal and civic life

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8
Q

Information Apps

A

Provide facts, materials, and resources on a topic.

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9
Q

Productivity Apps

A

Help meet work demands and professional responsibilities.

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10
Q

Entertainment Apps

A

Provide Fun

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11
Q

Creativity Apps

A

Help Express Ideas and Images

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12
Q

What are some types of Google Apps?

A
◦	Search tools
◦	Google maps
◦	Drive
◦	Finance (Sheets)
◦	Docs
◦	Calendar
◦	Blogger
◦	Books
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13
Q

What is Cloud Based-Office/Technology and what are the benefits?

A

◦ Simplified organization, storage, maintenance of and access to records and materials online
◦ Even applications like word processors, spreadsheets, and presentations tools are available online (Google Aps)

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14
Q

Synchronous Communication Tools

A

Chat, Skype, Video Conferencing, Elluminate, Adobe Connect

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15
Q

Asynchronous Communication Tools

A

Communication Tools- Email, Text, Voice thread

◦ Digital Teaching Tools

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16
Q

Online Learning Environment

A

◦ The classroom can now extend beyond the school day and build a greater learning community

17
Q

Web 1.0

A

o refers to the first stage in the World Wide Web
o entirely made up of Web pages connected by hyperlinks a set of static websites that were not yet providing interactive content

18
Q

Web 2.0/Web 3.0 Tools

A

◦ An open medium capable of promotion interaction and communication
◦ Widely shared and frequently changing, i.e. Blogs

19
Q

Web 2.0 Knowledge

A

◦ Bottom-up, democratically derived, consensus-driven, collaborative ie. Wikipedia
◦ Teaching in a Digital Age

20
Q

Web 3.0 Will Evolve With?

A

▪ Closely networked systems with higher speeds
▪ Voice/touch command and embedded/wearable technology
▪ Seamless, global sharing of information

21
Q

Information and communication technologies (ICTs):

A

The hardware, software, networks and devices used as part of the educational experience

22
Q

Flipped Classrooms

A

employ technology to reverse traditional models.
◦ Students lead classroom activities and arrive prepared to learn by completing activities and contributing online.
◦ Teachers manage group experiences in class, and provide readings, podcast, or video presentations to watch outside of class.

23
Q

Passive Activities

A

Outside Class Time

24
Q

Interactive Activities

A

During Class Time

25
Virtual Library
◦ Unprecedented access to potentially useful information ◦ Digital Textbooks and e-Readers ◦ Teacher can integrate numerous sources and augment – or even author – their classroom texts ◦ Cost savings for students and better for the environment ◦ But sometimes only limited time access to online materials
26
Rogers innovation curve
proposes that every new idea is met with: - A small number of innovators and early adopters. - A sizable majority who will adopt new practices sooner or later. - A small number of individuals avoiding or resisting change.
27
Groups of Technology Users (Pew Internet and American Life Project)
- Digital collaborator - Ambivalent networker - Media mover - Roving node - Desktop veteran - Drifting surfer - Information encumbered - Mobile newbie - Technology indifferent - Off the Network
28
Barriers to Technology Use
- Lack of Access - Teaching Schedules - Curriculum Requirements - Technology Skills - Organizational Support - Personal Attitudes
29
What is the hidden or latent effects of technology use?
- When ever you add something, there is also some sort of loss - Effects of automation on quality of goods and the environment - Effects on personal relationships (texting verses having a conversation) - Classroom management software examples from my research
30
Arguments on Computers Improving Education
Provides more flexibility (distance education) Increased access to education (distance education) It is motivating, students like it Can be programmed to teach to students level (special needs: gifted or those below grade level) Wealth of knowledge on Internet, we must take advantage of it Can reach bigger range of learning Styles
31
Arguments Against Computers Improving Education
Computers do not address the real problems Class size, diverse students, lack of security Money is better spent elsewhere Technology gets outdated too quickly Should focus on the “real” curriculum Literacy problems attributed to word processors Show me the results- testing is inconclusive
32
Content Knowledge
Knowledge about the actual subject matter that is to be learned or taught. The content to be covered varies greatly by age level and subject- matter
33
Pedagogical Knowledge
Deep knowledge about the processes and practices or methods of teaching and learning and how it encompasses (among other things) overall educational purposes, values and aims
34
Technology Knowledge
Understanding the impact of technology (TK) on the practices and knowledge of a given discipline is critical if we are to develop appropriate technological tools for educational purposes.
35
TPACK
the intersection of all 3 bodies (TK, PK, CK) of knowledge Understanding goes beyond the knowledge of each in isolation. Instead it is how they interact with each other.
36
Digital Citizenship
he norms of appropriate, responsible behavior with regard to technology use.
37
What are the 9 elements of Digital Citizenship?
Digital Access: Full electronic participation. Digital Commerce: Online buying and selling of goods. Digital Communications: Electronic exchange of information. Digital Literacy: Process of teaching and learning about technology and the use of technology. Digital Etiquette: Standards of conduct or procedures online. Digital Law: Responsibility for actions and deeds using electronics. Digital Security: Electronic precautions to protect learners, staff and organizations Digital Health and Wellness: Physical and psychological well being in a digital world. Digital Rights and Responsibilities: Freedoms extended to those in a digital world
38
Acceptable Use Policy (AUP)
a document stipulating constraints and practices that a user must agree to for access to the school network or Internet.