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Chapter 4: Digital Tools That Support Learning SarahBeth Walker.

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Presentation on theme: "Chapter 4: Digital Tools That Support Learning SarahBeth Walker."— Presentation transcript:

1 Chapter 4: Digital Tools That Support Learning SarahBeth Walker

2 ISTE Standards in this chapter:  NETS-T 1: Facilitate & Inspire Student Learning & Creativity  NETS-T 2: Design & Develop Digital-Age Learning Experiences & Assessments

3 Computer-based Tutorials provide a complete lesson on a specific topic including:  Presenting new information.  Providing practice.  Evaluating student learning.

4 Intelligent Tutoring System (ITS)  Type of educational software that can track student responses; make inferences about his/her strengths and weaknesses; and then tailor feedback, provide additional exercises, or offer hints to improve performance.

5 WebQuest  An organized format for presenting lessons that utilize web resources. Contains:  Introduction that motivates and prepares the students for the activity  Clear statement of intended outcome of the lesson  Steps students should follow  Criteria on which they will be evaluated  Concluding activities where students reflect on and extend their learning.

6 Mindtools  Computer applications that enable learners to represent, manipulate, or reflect on what they know, rather than to reproduce what someone else knows.

7 Databases  A type of computer software that organizes information.

8 Collaborative Databases  Special type of database that supports a shared process of knowledge building.

9 Wiki  A piece of server software that allows users to create, edit, & link web pages quickly – “quick” in Hawaiian language.

10 Concept Maps  “graphical tools for organizing and representing knowledge”  Creating a concept map involves: 1) Identifying the important concepts in a domain of knowledge. 2) Arranging those concepts spatially. 3) Identifying relationships among the concepts. 4) Labeling the nature of the relationships among those concepts.

11 Simulations  Provide simplified versions of phenomena, environments, or processes that allow students to interact with, or manipulate, variables and observe the effects of those manipulations.  Microworld – simulation software which allows learners to manipulate, explore, and experiment with specific phenomenon in an exploratory learning environment.

12 Visualization tools  Allow learners to picture, or represent, how various phenomena operate within different domains.

13 Hypertext and Hypermedia  Hypertext – a nonsequential, or nonlinear, method for organizing and displaing tex.  Hypermedia – hypertext with media elements.

14 Web Server  A computer, connected to the Internet, and running special software that allows it to respond to requests by web browsers.

15 File Transfer Protocol (FTP)  A way to transfer files from one computer to another.

16 5 Steps of Digital Storytelling 1. Write a Script. 2. Develop a Storyboard. 3. Locate Images. 4. Create a Digital Story. 5. Share with Others.


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