Digital Technologies in the Classroom Chapter 4 By: Raquel S. Cummings.

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Presentation transcript:

Digital Technologies in the Classroom Chapter 4 By: Raquel S. Cummings

This Chapter Addresses: Technology operations and concepts Planning and designing learning environments Teaching / learning and the curriculum

Computers have changed inside and outside the classroom

When you think of digital technology…

Input Devices helpful to Teachers and Students Graphics Tablets Microphones Palm Pilots (Pen Input Device) Digital Tablets Touch Screens Video-to-Digital Input Electronic Whiteboards (would be neat to have)

Output Devices Helpful to Teachers and Students Data Projection Units –LCD Screens –Data Projectors –Scan Converters ** You probably aren’t as familiar with some of these because most districts do not have the funds to buy them, or they allot the funds for other things **

Emerging Digital Technologies for the Classroom Wireless Devices (Cellphones, beepers) Handheld Computers (PDA, Palms) E-Books Voice Activated devices Portable Storage (Flash, Thumb Drives)

Computer System Enhancements Laptops Storage and memory – Teachers could store more but school budgets determine storage size.

Virtual Environments Hardware and Software together to create a digital environment which one can interact.

A Good Example of a VR Simulation Disney's Hot Shot Business

From Hardware to Software Software supports instructional and administrative tasks

What If…….? You had $20,000 in grant money to add technology to your classrooms. What items would you add?

What I Would Add I would add new students (the good kind)…. E-books Hand-held computers Updated Software

Questions from Chapter 4 1.What is a digital camera? It is a traditional camera that does not use light sensitive films. All memory is stored on a memory card or disks 2.What is a PDA or Personal Digital Assistant? Portable computing device that can recognize handwritten notes, and translate them into a word processed document. 3.What is Virtual Reality? Combination of hardware and software that together can create a digital environment with which to interact.