Sunday, October 28, 2007

Week Ten

What is acceptable use policy? Like any technology, the Internet can be abused. In a school setting, it is therefore necessary to identify and enforce the acceptable use of a school's network and Internet access. This is accomplished through a district's or school's acceptable use policy (AUP). This policy articulates the ways in which the Internet can be used by students. Typically, parents are asked to confirm their understanding of the policy and the consequences for violating the policy by signing a statement of agreement. Teachers who use the Internet and who provide links to recourses via their class web sites should be familiar with the AUP that governs their student's use of the Internet.

What impact does it have on the use of the Web in the classroom? When sharing your student's work or including their images or names in the web site, teachers should be sure to carefully guard a child's privacy. To include any student's information or work, it is best to first have the parent's or guardian's permission. Also, no information about the child should be revealed. The Internet can be a dangerous street and teachers have a moral and professional responsibility to protect students while working online.

Week Nine

What is the difference between asynchronous and synchronous communication? Asynchronous communications are online tools that do not require real-time interaction; examples are e-mail and electronic bulletin boards. Synchronous communications are a method of communicating in which the participants communicate in real time such as a chat-room. Because of their ability to link students to other students in classrooms across the globe, most of these tools offer fascinating educational applications. Name and describe the Internet communication tools that fall into each category. E-mail is the most popular asynchronous communication tool. Another type of asynchronous communication is computer discussion or bulletin board, club, conference, or forum. Mailing list is another asynchronous communication form. This allows automatically deliver email to those who subscribe to a list. A chat room is a form of synchronous communication which allows real-time conversations. You enter a chat-room and type your responses to communication.

Sunday, October 14, 2007

Week Eight Assignment

What is the difference between drill-and-practice software and Tutorial software? When is it appropriate to use each in teaching and learning? Drill and practice software is used to reinforce previously presented material. D&P software is used to question learners on key content points, giving them the opportunity to practice content by responding to specific questions, D&P software provides instant feedback as to the correctness of a response. D&P software allows the student to control the pace of the interaction. Critics say this is recall "drill and kill" because the software is boring and passive learning. However, well developed software can provide media rich experiences and provide valuable feedback to students. As apposed to tutorial software which presents new material and is a carefully orchestrated sequenced with frequent opportunities for practice and review. Tutorial software uses hypermedia, as with out IT 645 Class, to allow students to explore more freely the content of pathways available through the material. Tutorials are limited by their ability to respond to student questions or concerns outside the tutorial software. As with drill and practice, tutorial software has the possibility of being boring and repetitive. However, well written programming with multimedia components have the possibility of energizing student progress.

Sunday, October 7, 2007

Week Seven Assignment

#1. What are the characteristics of today's students? The student of today is as plugged in and connected to the world as no one before him or her. Today's student is as comfortable with technology as I was shifting gears on my 1968 Volkswagen. Students have no reservation in trying to apply new and emerging technologies. It's as if they were born with a genetic desire to apply and advance new ways of communicating and displaying information. The student of today as few fears of making mistakes in the technological world and wishes to expand the ever diverse world of educational development regarding technology. Technology is not merely an afterthought, but required in every endeavor attempted by academia. The educator who fails to introduce the latest technological development in their lesson plan faces the possibility of rejection by the student population. Music, video, and the excitement of the technological age must be incorporated in the lesson to allow the students the same level of excitement achieved through their X-Box game device. #2. In what way do they differ from the traditional students? The student of today will stay awake 20 hours playing the latest Halo III arrival at Wal-Mart instead of attending class. Why, because it is exciting and school is boring without lights, camera, and action! Let's face it folks, teachers are boring without a new gimmick. If we can only obtain Halo III software which allows the hero to ask English or math questions prior to advancing to the next level; then and only then will we have the undivided attention of our fickle customer. If educators had an ounce of sense we would have the game programmers under contract and have them write history, English, math, and science into the scheme of defeating the recent monster in today's children's video games. Keep up people and quit fighting yesterday's education battle!!