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Technologies by Mind Map: Technologies

1. Positive

1.1. Improves engagement, improves knowledge retention, encourages individual learning, encourages collaboration

2. Negative

2.1. Transforms learners into inefficient learners, misguided by the wrong information,major sources of distractions, creating enough room for cheating, increase rate of cyberbullying

3. Future

3.1. Helping teachers to expand beyond linear, text-based learning, engage students who learn best in other ways

4. TPACK

4.1. Technological, Pedagogical, And, Content, Knowledge

4.1.1. Work together to increase student motivation and to make the content more accessible to students

4.2. You redesign technology on a daily basis

5. IMPACT

5.1. Pedagogical Framework

5.1.1. Inspire - emotional connection to topic to motivate students

5.1.2. Model - brain searches for visual information e.g. graphics organisers, symbols

5.1.3. Practice - repeat, gradual release of responsibility, feedback, memory

5.1.4. Apply- Problem solving, higher order thinking, meta-cognition

5.1.5. Connect- global connection, personalised connection, collaboration

5.1.6. Transform - transform learners, create and design, 21st century technology, making decisions

6. Technology for inclusive education

6.1. Special provisions

6.1.1. Application of relevant syllabus criteria and standards against which achievement is judges

6.1.2. Assessment criteria standards are not modified to suit particular students

6.1.3. School is required to maintain the intent and rigour of the syllabus

6.1.4. does not involve compensating for what the student does not know or cannot do

6.2. Access Arrangement and Reasonable Adjustments

6.2.1. Signing instead of speaking

6.2.2. computer simulation instead of lab work

6.2.3. specialised equipment (e.g. iBook on the iPad instead of handwriting)

6.2.3.1. Gross -motor skills

6.2.4. digital reader to communicate a text

6.2.5. additional time

6.3. General ideas of assertive technology

6.3.1. Access

6.3.2. Supportive

6.3.3. Curriculum

6.3.4. Framework

6.4. Access hardware for curriculum engagement

6.4.1. Alternative keyboards

6.4.2. mouse alternatives

6.4.3. switch systems

6.4.4. interactive systems

7. Content Specific Technologies

7.1. Computer programs/ games or tutors that present information incrementally with questions to be answered by the learner

7.2. Correct answers are rewarded and incorrect answers are remediated

7.3. Perpetuate miss-conceptions

7.4. Guessing

7.5. underpinned by behavioumist-cognivist views of learner

7.6. mathletics, reading eggs

8. Content Free Technologies

8.1. software or environments that are blank/empty and can be applied to any content/subject domain

8.2. students have to do something in this space

8.3. Constructivist- constructionist view of learning

9. Assistive Technologies

9.1. Are for all learners in the classroom

9.2. You are responsible for your professional learning...technology can help open up a world of opportunity

10. Pedagogy

10.1. Teacher Centred

10.2. Student Centred

10.3. Self-regulates learning

10.4. Not just about content, whole focus of you as a teacher

10.5. PCK- Schulman's content knowledge

10.5.1. Technological Content Knowledge (TCK)

10.5.1.1. Technological Pedagogy Knowledge (TPK

10.6. How do I deliver this for students to understand?

10.6.1. Digital Game? Build a model? Ask a expert?

11. Educational Technologies = ICT (Information and Communications Technologies)

11.1. ICT pedagogies

11.1.1. Behaviourist - Cognitivist

11.1.1.1. knowledge exists external to the child and could be transmitted and received

11.1.1.1.1. software: tutorial programs

11.1.1.1.2. Digital games - supplements enrich, transfer

11.1.2. Constructivist- Constructionist

11.1.2.1. children construct reality for their perceptions

11.1.2.1.1. software that mediates learning

11.1.2.2. Construct their own knowledge

11.1.2.3. big questions, investigations

11.1.3. "Teacher beliefs and technology integration practices: A critical relationship"

11.1.3.1. Teacher centres: drills practice

11.1.3.1.1. Content development

11.1.3.2. Student centred: communication, collaboration

11.1.3.3. Ertmer's reading

11.1.3.3.1. Supplement, Enrich or transform?

11.1.4. Belief - learning theory- pedagogy - ICT

11.2. Digital pedaogies

11.3. 21st century teaching

11.3.1. Gonski's direction

11.3.1.1. Equip every child to be a creative, connected and engaged learner in a rapidly changing world

11.4. The Australian Curriculum: Information and Communications Technologies

11.4.1. ICT Capability

11.4.1.1. Investigating with ICT, Communication with ICT, Creating with ICT

11.4.2. key ideas

11.4.2.1. pedagogy matter

11.4.2.2. children hands

11.4.2.3. enhance learning

11.4.2.4. mindtool not just product

11.4.2.5. right iCT for the task

12. Metacognition

12.1. thinking and thinking and learning processes

12.1.1. Key skills: planning, self-reflecting, self-regulation, motivation, perseverance, evaluation

12.2. self-regulated learning

12.2.1. Pear learning

12.2.1.1. peers learn from and teach each other in formal, and informal settings

12.2.1.2. Students benefit from problem solving and explaining information

13. APST

13.1. 2.6 Implement teaching strategies for using ICT to expand curriculum learning opportunities for students

13.2. 6.2 Understand relevant and appropriate sources of professional learning for teachers

13.3. 7.4 Understand the role of external professionals and community representatives in broadening teachers' professional knowledge and practice

14. Coding

14.1. A literacy - behind every digital device you have coding

14.2. applies knowledge on mathematics

14.3. SCRATCH - popular in schools

14.4. Why code?

14.4.1. write an algorithm

14.4.2. interpret when the code is incorrect

15. Teacher is not the front, students can self organise

15.1. self organising learning system

15.2. we don't need to teach technology, kids can figure it out on their own

15.3. THE CONVERSATION AND SOCIAL INTERACTIONS ARE IMPORTANT

15.3.1. SOCIAL- can form unlikely relationships

15.3.1.1. peers are able to work together and problem solve