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AN EDUCATOR’S GUIDE TO
INTEGRATING TECHNOLOGY IN
THE CLASSROOM: FROM
IMPLEMENTING THE NETS TO
DIGITAL CITIZENSHIP
PRESENTED BY DEKE SAFFERY
GRADUATE STUDENT, GRAND CANYON UNIVERSITY
TEC-516: INSTRUCTIONAL THEORIES AND MODELS IN TECHNOLOGY
EDUCATION
NETS (NATIONAL EDUCATIONAL
TECHNOLOGY STANDARDS)•STUDENT
• Creativity and Innovation
• Communication and Collaboration
• Research and Information Fluency
• Critical Thinking, Problem Solving, and Decision Making
• Digital Citizenship
• Technology Operations and Concepts
(ISTE Standards for Students, n.d.)
NETS (NATIONAL EDUCATIONAL
TECHNOLOGY STANDARDS)•TEACHER
• Facilitate and Inspire Student Learning and Creativity
• Design and Develop Digital Age Learning Experiences and
Assessments
• Model Digital Age Work and Learning
• Promote and Model Digital Citizenship and Responsibility
• Engage in Professional Growth and Leadership
(ISTE Standards for Teachers, n.d.)
INSTRUCTIONAL THEORIES
According to M.D. Roblyer (2016), “two perspectives have very
different underlying epistemologies (beliefs about the nature of
human knowledge and how to develop it). Constructivists (those
who espouse inquiry-based methods) and objectivists (those
who espouse directed methods)”
(Roblyer, 2016)
OBJECTIVISM (DIRECTED INSTRUCTION)
• Teachers role is expert
• Knowledge is a separate
phenomena, not part of the
human mind
• Learning occurs when this
knowledge is transferred to a
person and stored in the mind
• Acquisition metaphor
CONSTRUCTIVISM (INQUIRY BASED
LEARNING)
• Teachers are facilitators
• Learners generate their own
knowledge
• Knowledge is constructed
from what is already known
• Participation metaphor
INSTRUCTIONAL MODELS
• According to Instructional Design Central, “instructional design
models help instructional designers to make sense of abstract
learning theory and enable real world application”
(IDC, n.d.)
VARIOUS INSTRUCTIONAL MODELS
• ITEEA’s 6E Learning by DeSign Instructional Planning Model
• Merrill’s First Principles of Instruction
• Gagné’s 9 Events of Instruction
• ADDIE Model
VARIOUS INSTRUCTIONAL MODELS
ITEEA’s 6E Learning ByDesign
Model
• Engage
• Explore
• Explain
• Engineer (Extend/Elaborate)
• Enrich
• Evaluate
Merrill’s First Principles of
Instruction
• Problem/Task Centered
• Activation of prior knowledge
• Demonstration of skills
• Application of skills
• Integration of these skills into
real world activities
VARIOUS INSTRUCTIONAL MODELS
Gagné’s 9 Events of Instruction
• Gain Attention
• Inform learners of Objectives
• Stimulate recall of prior learning
• Present Stimulus
• Provide learner guidance
• Elicit performance
• Provide feedback
• Assess performance
• Enhance retention and transfer
ADDIE Model
• Analysis
• Design
• Development
• Implementation
• Evaluation
CURRENT TECHNOLOGY TRENDS
Computer Science Education
(Computer Coding)
• Code.org
• The Hour of Code
• Comprehensive curriculum
and training for educators
Mind Mapping
• Free online, MindMup
• Helps students think/plan
projects, writing
• Visual learners
• Incorporate digital
storytelling
CROSS-CURRICULAR IDEAS AND
SUGGESTIONS
Wordle
• A cloud of words built from the
words in a document. The size
of the word is related to its
frequency in the text.
• Find out the most important
words in the Preamble of our
U.S. Constiution
• Construct a creative Class
Mission Statement
Virtual Field Trips
• Say you’re studying
Thanksgiving and the Pilgrims
and the Native Americans
• Take a Virtual Field Trip to
Plimoth Plantation and
experience what it was like for
the first settlers and the Native
Americans who befriended them
INCORPORATING TECHNOLOGY:
THE PROFESSIONAL APPROACH
Educators need to teach digital citizenship concepts such as:
1. Internet safety
2. Privacy and security
3. Relationships and communication
4. Cyberbullying
5. Digital footprint and reputation
6. Self-image and identity
7. Information literacy
8. Creative Credit and Copyright
(Roblyer, 2016)
LEGAL AND ETHICAL GUIDELINES
Copyright Laws
• Ask the author for permission
• Provide information about the
author, publisher, illustrator,
etc.
• Find other resources that
have Creative Common
licenses that allow you to
share pictures.
Can I Use that Picture? Infographic
produced by
Curtis Newbold, Visual Communication
Guy, (2014).
LEGAL AND ETHICAL GUIDELINES
Plagiarism
• Did you pass off others ideas
or words as your own?
• Did you give the other party
credit?
• Use this infographic to check
if you plagiarized?**
Did I Plagiarize? Infographic produced
by Curtis Newbold, Visual
Communication Guy, (2014).
REFERENCES
• King, K. P. (2003). Learning the new technologies: Strategies for
success. New Directions For Adult & Continuing Education, 2003(98),
49.
• Loticonnection. (n.d.). Retrieved December 15, 2016, from
http://www.loticonnection.com/loti-framework
• Roblyer, M. D. (2016). Integrating educational technology into
teaching, (7th ed.). Upper Saddle River, NJ: Pearson Education, Inc.
Retrieved from http://www.gcumedia.com/digital-
resources/pearson/2015/integrating-educational-technology-into-
teaching_ebook_7e.php
REFERENCES
• Standards for Students. (n.d.). Retrieved December 14, 2016,
from http://www.iste.org/standards/standards/standards-for-
teachers
• Standards for Teachers. (n.d.). Retrieved December 14, 2016,
from http://www.iste.org/standards/standards/standards-for-
teachers
• #1 Instructional Design Community | Instructional Design
Central (IDC). (n.d.) Retrieved January 18, 2017 from
https://www.instructionaldesigncentral.com/instructionaldesig
nmodels
REFERENCES
• TheVisualCommunicationGuy.com. (2014). Can I Use That
Picture? Purchased January 25, 2017 from
TheVisualCommunicationGuy.com
• TheVisualCommunicationGuy.com. (2014). Did I Plagiarize?
Purchased January 25, 2017 from
TheVisualCommunicationGuy.com

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Educators Guide to Technology Integration in the Classroom

  • 1. AN EDUCATOR’S GUIDE TO INTEGRATING TECHNOLOGY IN THE CLASSROOM: FROM IMPLEMENTING THE NETS TO DIGITAL CITIZENSHIP PRESENTED BY DEKE SAFFERY GRADUATE STUDENT, GRAND CANYON UNIVERSITY TEC-516: INSTRUCTIONAL THEORIES AND MODELS IN TECHNOLOGY EDUCATION
  • 2. NETS (NATIONAL EDUCATIONAL TECHNOLOGY STANDARDS)•STUDENT • Creativity and Innovation • Communication and Collaboration • Research and Information Fluency • Critical Thinking, Problem Solving, and Decision Making • Digital Citizenship • Technology Operations and Concepts (ISTE Standards for Students, n.d.)
  • 3. NETS (NATIONAL EDUCATIONAL TECHNOLOGY STANDARDS)•TEACHER • Facilitate and Inspire Student Learning and Creativity • Design and Develop Digital Age Learning Experiences and Assessments • Model Digital Age Work and Learning • Promote and Model Digital Citizenship and Responsibility • Engage in Professional Growth and Leadership (ISTE Standards for Teachers, n.d.)
  • 4. INSTRUCTIONAL THEORIES According to M.D. Roblyer (2016), “two perspectives have very different underlying epistemologies (beliefs about the nature of human knowledge and how to develop it). Constructivists (those who espouse inquiry-based methods) and objectivists (those who espouse directed methods)” (Roblyer, 2016)
  • 5. OBJECTIVISM (DIRECTED INSTRUCTION) • Teachers role is expert • Knowledge is a separate phenomena, not part of the human mind • Learning occurs when this knowledge is transferred to a person and stored in the mind • Acquisition metaphor
  • 6. CONSTRUCTIVISM (INQUIRY BASED LEARNING) • Teachers are facilitators • Learners generate their own knowledge • Knowledge is constructed from what is already known • Participation metaphor
  • 7. INSTRUCTIONAL MODELS • According to Instructional Design Central, “instructional design models help instructional designers to make sense of abstract learning theory and enable real world application” (IDC, n.d.)
  • 8. VARIOUS INSTRUCTIONAL MODELS • ITEEA’s 6E Learning by DeSign Instructional Planning Model • Merrill’s First Principles of Instruction • Gagné’s 9 Events of Instruction • ADDIE Model
  • 9. VARIOUS INSTRUCTIONAL MODELS ITEEA’s 6E Learning ByDesign Model • Engage • Explore • Explain • Engineer (Extend/Elaborate) • Enrich • Evaluate Merrill’s First Principles of Instruction • Problem/Task Centered • Activation of prior knowledge • Demonstration of skills • Application of skills • Integration of these skills into real world activities
  • 10. VARIOUS INSTRUCTIONAL MODELS Gagné’s 9 Events of Instruction • Gain Attention • Inform learners of Objectives • Stimulate recall of prior learning • Present Stimulus • Provide learner guidance • Elicit performance • Provide feedback • Assess performance • Enhance retention and transfer ADDIE Model • Analysis • Design • Development • Implementation • Evaluation
  • 11. CURRENT TECHNOLOGY TRENDS Computer Science Education (Computer Coding) • Code.org • The Hour of Code • Comprehensive curriculum and training for educators Mind Mapping • Free online, MindMup • Helps students think/plan projects, writing • Visual learners • Incorporate digital storytelling
  • 12. CROSS-CURRICULAR IDEAS AND SUGGESTIONS Wordle • A cloud of words built from the words in a document. The size of the word is related to its frequency in the text. • Find out the most important words in the Preamble of our U.S. Constiution • Construct a creative Class Mission Statement Virtual Field Trips • Say you’re studying Thanksgiving and the Pilgrims and the Native Americans • Take a Virtual Field Trip to Plimoth Plantation and experience what it was like for the first settlers and the Native Americans who befriended them
  • 13. INCORPORATING TECHNOLOGY: THE PROFESSIONAL APPROACH Educators need to teach digital citizenship concepts such as: 1. Internet safety 2. Privacy and security 3. Relationships and communication 4. Cyberbullying 5. Digital footprint and reputation 6. Self-image and identity 7. Information literacy 8. Creative Credit and Copyright (Roblyer, 2016)
  • 14. LEGAL AND ETHICAL GUIDELINES Copyright Laws • Ask the author for permission • Provide information about the author, publisher, illustrator, etc. • Find other resources that have Creative Common licenses that allow you to share pictures. Can I Use that Picture? Infographic produced by Curtis Newbold, Visual Communication Guy, (2014).
  • 15. LEGAL AND ETHICAL GUIDELINES Plagiarism • Did you pass off others ideas or words as your own? • Did you give the other party credit? • Use this infographic to check if you plagiarized?** Did I Plagiarize? Infographic produced by Curtis Newbold, Visual Communication Guy, (2014).
  • 16. REFERENCES • King, K. P. (2003). Learning the new technologies: Strategies for success. New Directions For Adult & Continuing Education, 2003(98), 49. • Loticonnection. (n.d.). Retrieved December 15, 2016, from http://www.loticonnection.com/loti-framework • Roblyer, M. D. (2016). Integrating educational technology into teaching, (7th ed.). Upper Saddle River, NJ: Pearson Education, Inc. Retrieved from http://www.gcumedia.com/digital- resources/pearson/2015/integrating-educational-technology-into- teaching_ebook_7e.php
  • 17. REFERENCES • Standards for Students. (n.d.). Retrieved December 14, 2016, from http://www.iste.org/standards/standards/standards-for- teachers • Standards for Teachers. (n.d.). Retrieved December 14, 2016, from http://www.iste.org/standards/standards/standards-for- teachers • #1 Instructional Design Community | Instructional Design Central (IDC). (n.d.) Retrieved January 18, 2017 from https://www.instructionaldesigncentral.com/instructionaldesig nmodels
  • 18. REFERENCES • TheVisualCommunicationGuy.com. (2014). Can I Use That Picture? Purchased January 25, 2017 from TheVisualCommunicationGuy.com • TheVisualCommunicationGuy.com. (2014). Did I Plagiarize? Purchased January 25, 2017 from TheVisualCommunicationGuy.com

Editor's Notes

  • #3: The National Educational Technology Standards were developed and presented for educators through the International Society for Technology in Education. A group that meets annually to share the latest technologies available and currently being used in classrooms across the world. Many of the classrooms and forums at the annual convention are led by educators and students that are currently using the technology in their classrooms. 1. Creativity and Innovation: Students will use knowledge to demonstrate their ability to use new technologies 2. Communication and Collaboration: Students will use new technologies to work on or disseminate new learning. 3. Research and Information Fluency: Students will use technologies available to gather information. 4. Critical Thinking, Problem Solving, and Decision Making: Students will use digital technology as tools to solving problems and evaluating things critically 5. Digital Citizenship: Students will conduct themselves in a manner that is legal and ethical in the global community 6. Technology Operations and Concepts: Students will build a foundation of knowledge of new technologies being incorporated.
  • #4: ISTE also created standards or guiding principles to help teachers deal with new technologies. Facilitate and Inspire Student Learning and Creativity: Teachers have a revised role in new technologies, we are no longer the primary source of information. We must accept that our role is now one of a facilitator. We are there to oversee and help students create their own learning. Touches upon the constructivist theory we will discuss later. Design and Develop Digital Age Learning Experiences and Assessments: Educators need to create authentic ways in which to gauge student learning using new technologies. Model Digital Age Work and Learning: Educators are not expected to be experts in these new technologies, but should be able to show students that they are in the process of learning as well. Promote and Model Digital Citizenship and Responsibility: Educators must both exhibit and expect the highest standards of legal and ethical behavior of their students. Ensure that material is properly cited and only being used for educational purposes when allowed. We will speak more about digital citizenship later in the presentation. Engage in Professional Growth and Leadership: Educators need to be students themselves and learn about the new technologies out there. By showing your ability to be a student and learning new things, you are setting an example for your students.
  • #6: The graphic depicts the acquisition metaphor used for objectivism which describes knowledge as existing separately and filling the brain when you learn.
  • #7: Graphic displays how learners generate knowledge from working together collaboratively per the metaphor for Constructivism.
  • #8: Instructional design models help teachers implement and integrate these technologies at a practical level.
  • #10: The 6E’s Learning By Design Model Engage: Get students interested in learning and figure out how much the students kjnow Explore: Let the students figure out how they understand the topic and create their own meaning. Explain: Students will reflect on what they’ve learned so far. Engineer: Students apply what they’ve learned to another topic. Enrich: Students reflect on what they’ve learned and explore it more. Evaluate: Assess what students and teacher have learned. Merrill’s First Principles of Instruction, as the participants move through various levels of understanding. The principles hold that: Learning is facilitated when learners are engaged in solving real-world problems. Learning is facilitated when existing knowledge is activated as a foundation for new knowledge. Learning is facilitated when new knowledge is demonstrated to the learner. Learning is facilitated when new knowledge is applied by the learner. Learning is facilitated when new knowledge is integrated into the learner’s world.
  • #11: Gagné’s 9 Events of Instruction is a simplified actions steps or lesson plan to achieving integrated instruction. ADDIE was created for the US Military by Florida State University. It is a comprehensive process of identifying the instructional needs, finding the right tools, and then addressing the issue, then reflecting upon what worked in the end.
  • #12: Statistically, 90% of parents want their child to study computer science and yet only 40% of schools teach computer programming. 71% of all new jobs in STEM are in computer, 8% of STEM graduates are in computer science. (code.org/promote, n.d.) Mind Mapping allows students a more creative way to plot their thinking, present material, organize thoughts
  • #14: According to the NETS Standards for Teachers it is our responsibility to “advocate, model, and teach safe, legal, and ethic use of digital information and technology” (ISTE Standards for Teachers, n.d.) There are free resources such as iKeepsafe.org to help children learn about internet safety. In our state of Nevada, the last legislature stepped up and created more stringent laws for those found bullying other individuals and that extends to cyberbullying as well.
  • #15: Beware of Copyright Laws. Infographic is a great guide to determining whether or not you are able to use a picture and not violate any copyright laws. Remember, this infographic is only a guideline.
  • #16: Do not Plagiarize! The infographic is a resource and guideline to determine whether or not you plagiarized. Once again, it is only a resource and should not be the only source of information that is referred to when determining if something has been plagiarized.