editing disabled

Here's where we will start recording affordances and constraints for different technologies:



Active learning
Student Engagement
Social interaction: be in touch with people outside of the classroom or school; reaching across time and space
Opportunity for real world problem solving
Tranferable knowledge
Access to free software
Replacing machine based software
Relevant to the lives of our students: bridging the gap between students' lives and the classrooms

Curriculum Connections: Make connections to SOL; how does it support the SOL
Much easier to update than traditional curriculum resources
Access to primary sources, shifting away from textbook: opens up the opportunity for critical reading, students can find inconsistencies and see things from different perspectives quickly

Free stuff can start to cost money
Sometimes tech can be expensive
Training and support that teachers need to get here
Lot of issues in schools of access both in the building and but also to web-based resources
Potential for inappropriate access both by students and to the students
Buildings that can't be plugged in

Access, availability, and compatibility

Can be challenging for teachers to make direct connections to the curriculum

So, the big issue is how to help teachers make these connections between technology and the curriculum

The Catch 22: our sense of what education should be like and what we should learn and how we learn

Concerns about training kids to be able to function in the world

Learning for the sake of learning
Technology for the sake of technology

Maybe the Web 2.0 technologies will make it easier as they've gotten less specfic

no software to install, ease of file sharing
must have internet access, tech glitches, no assistive technology, no voice, since it is free, will it go away, number of computers available compared to number of students, no simultaneous collaboration
Collaborative Projects
Cross disciplinary, authentic learning, cross cultural, sharing of ideas, communication skills, develops problem solving skills, Enables students to communicate with people who can't necessarily come to their classes, a way to gather students for specialized or hard to fill classes, gets students out of their classroom so to speak, A way to conduct meetings without traveling to them, A more centralized way to meet, A way for students to work on group projects outside of class, students become active participants in the learning process,
need lots of pre-planning to coordinate, Availability of technology, reliability of technology, security issues, mediocre or ineffective teachers would likely not be able to pull them off, technology failing. Lack of undesrtanding how it all works and it is put together. Lack of access to the equipment. parent permission, Teachers not being taught how to use the technology even if it's available, It is about a whole infrastructure put into place. I would assume that w/out school support it would be difficult to organize/coordinate this type of activity. get parent understanding as they may need to help with some of the work outside of school
integrates audio, text, file sharing, video, etc
eliminate distance barriers
easy to use
centralized resources: everyone can hear, share files, watch the powerpoint, can include video
can do group work
response system
easy to turn off the microphone, easy to mute
software requires browser and flash and java
depending on students running it at home, problems on the user end,
sound can be a problem
people would cut in and out
being in the same place causes feedback
price: reasonable for individuals
How do you know people are following along? Strategies for keeping people involved...
Cell Phones
Digital cameras
Internet access

Students can take pictures of class projects to e-mail or show to parents.
Students can text message missed assignments to classmates.
Sending friends text messages during class time.
Sending or receiving test answers.
Bullying or harassment via unwanted text messaging.
Taking and distributing inappropriate digital photos of students.

Recording teachers without their consent.
Text messages cost money!
It becomes an equity and consistency thing: the equipment may not be the same and different service providers.
There may be other technologies that can substitute like twitter.
Maybe kids don't want to use their cell phones for educational purposes.
Scratch and other programming languages
Structured creative problem solving; engaging and fun, highly motivating, collaborative, teaches them patience and sometimes you have to wait for the results, free, visual approach to programming, roll it out as interdisciplinary, go with the IB program because they have the design cycle and it's all about planning, creation
getting software installed, time intensive, trouble fitting it into an SOL class, probably done as a club or summer programs, management issues: need to do story boards and planning ahead of time, be able to move the process along, lost the students after the first five minutes...problems with giving directions, etc. need very clear instructions to refer to, tutorial
Virtual Communities
Simulations, learn 3D building techniques, they don't have to be in the same school, high level of collaboration and problem solving, learning about real world issues and places, capture and hold the attention of some students who need more than audio, adds extra modalities, maybe more confident speaking out, feel more comfortable
Problems with bad things happening, bandwidth, issues with getting in world, it doesn't always work, BIG learning curve!
Fun! Engaging because it is real world...kids would consider it playing...learn as they play. Actually hands-on: you can touch it. The building component...three dimensional. Challenges spatial abilities and they are correlated with STEM success. Interdisciplinary: integrating several subjects to resolve the problems. Incorporated REAL WORLD problem solving and having work in pairs including problem solving. Things scientists are doing
Appeal to kids who are into gaming so they can see behind the scenes
Introduces kids to the logic of computer programming
The skills can be transferred
Hard to fit it into the curriculum
Very difficult...learning curve
Needs more direct instruction and guided practice
Could ONLY by done in the classroom
Organization with all those pieces
Classroom management
Teacher needs to have some kind of knowledge