slides

sandwichclippersMobile - Wireless

Nov 24, 2013 (3 years and 8 months ago)

63 views

Bringing Supportive
Technology into the
Classroom

Eve El
-
Semaani

Julia Weber

Outline


Uses

o
Supportive Technology

o
Assistive Technology


Types of Classroom Technology

o
Tabletop
, Mobile, Consoles, Laptop


Cognitive Processes and Model


Is
Classroom Technology a Viable Solution?


Advantages and Disadvantages


Article Discussion


Activity

Mobile Surveying

During this presentation we hope that you
participate in the discussion, so we have
actually incorporated technology in the
classroom.


Follow this link:
http://
tinyurl.com/a88gvc6



And whenever you see this symbol:

at the top right corner you can participate in a
survey.

Uses

Supportive Technology

New technologies have changed teaching and learning in a
number of ways

from graphing calculators to online
lesson and simulated dissections, educational
technologies can help students access content in new and
often exciting ways.


Assistive Technology

Technology in school not only help the teachers, but it also
offers help to students with disabilities, helping them to
perform tasks that they were formerly unable to
accomplish or had great difficulty accomplishing.


Supportive Technology

Interactive technology engages children and gives them
exciting opportunity to learn.


Children often get distracted easily, a new way of learning
such as using tablets in classes can help them get more
motivated and pay attention in classes.


“Learning has become multidimensional with music, sound, visuals and can
and does happen 24/7 at any time and any place. The expectation of
today’s student is that learning will be more relevant, authentic, timely
and real.”

-
Elizabeth Bauer, Michigan Board of Education Member

Example of

Supportive Technology


Word
Processors




Applications

o
Mobile/
iOS
,
NintendoDS
, PC,
SketchUp



Lego Robots

o
Engineering, math, technology, critical thinking



Multi
-
Touch Surfaces

o
Interaction

Supportive Technology:

Discussion

What defines supportive technology in the
classroom for you?


Necessary?


Useful?


Etc.

Assistive Technology



Assistive Technology refers to hardware or software
that is used to increase, maintain, or improve functional
capabilities of individuals with disabilities.


Making any school prepared for disabilities is essential.


Technology is created for those with both mental and
physical disabilities for the development of learning
skills.


One main source of assistive technology is "Accessible
Computing".




Accessible Computing

Accessible computing refers to the accessibility of a
computer system of all people, regardless of disability.
An example of this approach would be the a smart card.
This smart card has configuration information to adjust
the computer speed, text size, colors of the screen etc to
the user particular needs.


However, methods for accessible computing still have a
limited success due to the lack of interest from the
public.


Example of

Assistive Technology


Applications for tablets, mobile, and ipods

o
First Then Visual Schedule, Sign 4 Me



Alternative keyboards



Word Processors

o
Co:Writer and Kurzweil



Screen readers

Assistive Technology:




Discussion

Do you believe that assistive technology is used
to its full potential in the classroom?


Yes?


No?


Why?

Technology Types


There are many types of machines that could
be used in classrooms, such as mobiles,
tablets, netbooks and so on.


Issues like:

o
"My students hate to write!"

o
"The ideas are there, but jumbled."

o
"I can't get students to interact in discussions or understand the
material"

o
"If I could only read their handwriting, I might be able to understand
what they are trying to say."


Would easily be resolved with the inclusion


of technology in the classroom.

Technology Type: Mobile


Mobiles offer more than making calls.

o
They can take notes, connect to the Internet, and
take pictures

o
Applications

o
Collaborative learning activities



Pros: Increasingly popular, communication
and access information,
engaging


Cons: Can be extremely distracting, must
buy a class set of devices

Technology Type: Tabletop


Tabletops

are an example of touch
-
screen
technology

o
Easy to use and very interactive.

o
Support exploration

o
Group collaboration



Pros: Interactive classrooms, flexibility of
teacher activities and student
activities


Cons: Expensive, technology and software
capabilities limitation

Technology Type: Laptop


Computers, have become standard
equipment in higher education:

o
Take notes, record lectures

o
Software for word processing, coding, etc.

o
Textbooks have turned to e
-
books



Pros: Easy to use, easy to do research,
substitute for books etc
.


Cons: Can distract students from learning.

Technology Type: Console


Consoles used for applications and games:

o
Xbox Kinect: Has created apps for learning


http://
www.youtube.com/watch?v=qrqc8W5VsT
Y&list=PL40439F84AEEF2CC4&index=2


o
Games for consoles and computers



Pros: interactive, support collaborative
teamwork, problem solving, decision
making


Cons: gaming is still debated as a useful
resource in learning

Technology Type:

Discussion

After learning about some types of technology
(mobile, tabletop, laptop, and console) do you
believe these technologies have a place in the
classroom?


Yes?


No?


Why?

Cognitive Processes


Communication channels

o
Delivering through the classroom

o
Sender: Teacher
--

Receiver: Students

o
Channel is the
technology


Learning

o
People prefer to learn through hands
-
on action.

o
Technology is interactive and therefore learning
becomes easier for
students


Problem
-
solving
, decision
-
making

o
Reflective cognition needed in gaming


Cognitive Model


Don Norman's
Model of Interaction



Interaction with a
technology system
in the classroom

o
Feedback from the
technology

Advantages


Learning becomes more interactive and
involving between students and the topic


Students with learning disabilities are
supported in classrooms with technology


Support collaboration with groups of
students and in interaction of the teacher


Information is more accessible with
technology and is more retrievable


Provide lesson plans and activities that
provide understanding


Disadvantages


Money

o
Technology implementation is expensive, no matter
the type


Lack of resources

o
Hardware, software, support


Requires training


Some teachers are not ready to use such
methods

o
Beliefs, attitudes, and familiarity with technology


Technology can be a distraction instead of a
solution to learning

Viable Solution


So far research and activities proved that
using technology in the classroom improves
the learning.

o
Study by Robert M. Maninger has shown a
successful technology integration where test scores
have increased with better comprehension and
reading skills. Reading test went from 87
-
90% pass
rate to 96% pass rate. (Maninger, 39)



Some countries as Korea already uses tablets
in classes and the results have been positive

Viable Solution:

Discussion

In your opinion do you think that technology is
a distraction or is a solution to classroom?

Article Discussion


Implementing collaborative learning
activities in the classroom supported by one
-
to
-
one mobile computing: A design
-
based
process

o
Thoughts?

Activity


Take
out your mobile devices (that connects
to the internet) and put in the link below to
follow the instructions to complete a mini
quiz on this presentation.

o
http://
tinyurl.com/am7rls8




Afterwards whoever has the highest points
will win chocolates.



Answers (1)

1.
We have just learned about supportive technology, based on the following
options which of the following is considered as supportive technology?

All of the above


1.
Which device can be used for assistive technology?

http://www.chestercreek.com/media/keyboardMasthead.jpg


1.
According to the required reading what is it that makes mobile
technologies (phones, ipods, etc.) to support learning no matter the
context?

Portability

Answers (2)

4.

Tabletops are a great technology to use for lesson plans and group
collaboration, why don't we see more implementation in learning
environments?


Beliefs, Attitudes, Familiarity


5.

Gaming supports learning skills in school. Of the following skills
which does gaming provide?


Collaborative teamwork, Problem making, Decision making


6.

One barrier to the inclusion of technology is teachers/professors.
Which of the following options does not describe the teachers
barrier?


Money


Answers (3)

7.

All technology types allow students to become more ________ in a
classroom.


Interactive


8.

Research has shown supportive technology in the classroom is a viable
solution.


True


9.

Technology requires just hardware.


False


10.

Some technologies are banned from the classroom (laptop, phones, etc.)
because of one of the main cons it offers in all technology types, what is
it?


Distraction

References (1)

Claudio Alvarez, Rosa Alarcon, and Miguel Nussbaum (2011). Implementing collaborative

learning activities in the classroom supported by one
-
to
-
one mobile computing: A design
-
based process,
Mobile
Applications: Status and Trends, 84,

1961
-
1976.

http://dx.doi.org.ezproxy.library.dal.ca/10.1016/j.jss.2011.07.011


Álvaro Fernández
-
López,

María José Rodríguez
-
Fórtiz
,

María Luisa Rodríguez
-
Almendros
, and

María José Martínez
-
Segura

(2013). Mobile learning technology based on iOS devices to support students with special
education needs,
Computers and Technology, 61
, 77
-
90.

http://dx.doi.org/10.1016/j.compedu.2012.09.014


CITEd Research Center.
Technology Implementation in Schools: Key factors to Consider.

Retrieved February 1, 2012, from

http://www.cited.org/index.aspx?page_id=187
.


Chambers, D. J. (2011). Assistive technology: Effects of training on education assistants'

perceptions of themselves as users and facilitators of assistive technology and consequent transfer of skills to the
classroom environment(Doctoral Dissertation). University of Notre Dame Australia, Fremantle, WA.
http://researchonline.nd.edu.au/cgi/viewcontent.cgi?article=1065&context=theses


Cramer, M., Hirano, S.h, Tentori, M., Yeganyan, M.T., Hayes, G.T. (2011).
Classroom
-
based

Assistive Technology: Collective Use of Interactive Visual Schedules by Students with Autism.

In Proc. of Proceedings of
the 2011 annual conference on Human factors in computing systems (CHI 2011), Vancouver, BC, 1
-
10.



References (2)

AlAgha, I., Hatch, A., Ma, L., Burd, L. (2010).

Towards a Teacher
-
Centric Approach for

Multi
-
Touch Surfaces in Classrooms.

In Proc. Interactive Tabletops and Surfaces 2010, Saabrcken, Germany, 187
-
196.


Robert M. Maninger, (2006). Successful technology Integration: Student Test Scores Improved in

an English Literature Course through the Use of Supportive Devices.
TechTrends: Linking Research and Practice to
Improve Learning, 50
(5), 37
-
45.
http://download.springer.com/static/pdf/593/art%253A10.1007%252Fs11528
-
006
-
0045
-
x.pdf?auth66=1360635060_5705d3f77353ffad0c5f65cc04af674a&ext=.pdf




The Digital Librarian.
Barriers to Integrating Technology.

Retrieved February 1, 2013, from

https://sites.google.com/site/thedigitallibrarian/barriers
-
to
-
integrating
-
technology
.


Ann C. Jones, Eileen Scanlon and Gill Clough (2013). Mobile learning: Two case studies of

supporting inquiry learning in informal and semiformal settings,
Computers and Technology, 61
, 21
-
32.

http://dx.doi.org/10.1016/j.compedu.2012.08.008


Maja Pivec and Paul Pivec (2008). Games in Schools.

http://www.paulpivec.com/Games_in_Schools.pdf