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Teaching About (and With) Technology
Some Pointers for Teaching in a New,
Connected World
Working with personal computers and the Internet may be new to
you or to others in your program. Even if you've used a computer
yourself, you may not feel that you know enough to teach kids how
to use it (or to use it as a teaching tool). After all, they have
so many questions and you may be a new or occasional user yourself.
Don't worry. No one expects you to become a technologist, nor should
you expect to have all the answers. You're a teacher, and your teaching
skills are what are most important.
You'll need some basic knowledge of any hardware or software you
intend to introduce to kids in your program. Your knowledge doesn't
have to be very deep, however. It's okay to learn along with the
students. If you're unfamiliar with a piece of software, make sure
that you get an introduction to its basic concepts, whether from
some of the resources listed throughout this site, from one of your
colleagues, or from a trainer brought in by your program.
Although it's not important that you become an expert, it is important
that you continue to be a good teacher, coach, and facilitator.
Remember and value what you bring to the kids in your programcreativity,
love, patience, the ability to find answers, adult logicand
use that. Don't overstep and appear to be more than you are. Discover
along with them. If you wait to be better than the kids, you won't
give them a chance to become great themselves.
Below are some pointers for using technology effectively in your
program. (You'll also find tips and advice in the section on multimedia
activities and projects and in the technology
section.)
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Always integrate technology into your larger learning goals,
not the other way around. Teaching how to create a web page
or use a drawing program should be part of a project on building
language or math skills, not an end in itself. Kids need to
understand that technology is just another tool for learning
and communication, just like a book or a pencil.
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In fact, one of the most important things you can teach kids
is how to decide when one tool or medium is better than another.
For example, a handwritten letter is sometimes much better than
email. Always work up to more advanced technologies from simpler
ones. For example, suppose you are doing a project in which
you want kids to draw a picture on the computer and ultimately
add it to a Web page. Long before you introduce a drawing application
like KidPix, you should have taught the fundamentals of drawing
with crayons and paper. If they don't know how to draw in the
real world, they won't be any better at it on the computer.
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Especially when it comes to the Internet, it's hard to guess
the level of familiarity your kids may already have with technology.
One child's parents may have an Internet connection at home;
another may have previously gone to a school with a more advanced
computer lab. Early in the term, try a mapping exercise, discussion,
or other activity to assess how much kids already know and how
technology has affected them. Just as with writing skills, you'll
probably find big differences among the children.
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When you do find kids who know a little more, are a bit more
adventurous, or are more engaged by a technology, use them.
For one thing, peer-to-peer teaching between kids often can
be much more powerful than teacher instruction. For another,
it is guaranteed that you are not going to know everything about
every piece of software or hardware. People who have worked
with Photoshop eight hours a day, every day, for 15 years still
learn things about it and encounter difficulties. If your lack
of expertise is what's making you nervous, get over it. The
basic tools are enough, and you can learn along with the kids.
Remember, more features don't always make an application a better
tool, and most people use only a small percentage of the features
in a software package. When a child asks, "How did you do that?"
see whether any of the others can answer before you explain
it.
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Trust the kids. Model thoroughly, then trust them. If you stress
that "the camera is expensive so be very, very careful," you'll
make them nervous and insecure, even if you just do it through
nonverbal cues. Trust them, while you model proper behavior
completely; observe them, as they copy your models, to make
sure they really understand. Your general attitude should be
one of being careful but confident about the equipment. Treat
the camera with the same regard you do a pencilwith intent
and respect. You must be consistent in your models at all times.
If on the day you introduce the camera, you're careful to wear
the strap around your neck, but you wave it around with no strap
on most other days, you will just torpedo your own message.
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Don't sweat the small things. Again, we guarantee it: things
will go wrong. One day, you won't be able to remember exactly
how to find an option, network connections will have problems,
or something won't work in your file even though it did yesterdayit's
just part of the gremlin-infested world of technology. Laugh
about it, work around it, keep moving. It's going to happen
to the kids, too, so it's important that you model the proper
way to deal with challenges. Make some mistakes on purpose in
your demonstrations occasionally, just so you can show them
that it's not a big deal. Every time you have a problem, you're
figuring out something new. It's not a negative; it's a positive.
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Never explain things too deeplyyou want to give the kids
plenty of room to explore. Remember, your goal is not to create
PowerPoint experts, it's to teach core curriculum skills and
help kids understand the many communication, research, and creativity
tools they have at their disposal. Good critical thinking is
more important than technological excellence.
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When introducing new technologies, do it in the context of
larger projects that extend over many sessions. In this way,
you can first introduce the conceptual skills (e.g., drawing
on paper before drawing on the computer), then slowly introduce
each piece of equipment or software. Students will benefit from
a progressive introduction to how to use the tools, and repetition
builds support for their understanding.
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Don't try to teach something major in class if you are fundamentally
unfamiliar with the subject. Experiment first or get some help
from a colleague. A complex program like Photoshop involves
some unique features that have no analogy in the real world,
so poke around first. You'll be fine even if you don't know
all of its most sophisticated uses.
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Other Resources |
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e-Learning: Putting a World-Class Education at the Fingertips of All Children
http://www.ed.gov/about/offices/list/os/technology/reports/e-learning.html
Creator: U.S. Department of Education, Office of Educational Technology
Notes: This government document outlines the latest research and evaluation studies regarding the integration of technology into teaching.
Log On and Learn More: Ten Online Projects to Enhance Your Curriculum
http://www.education-world.com/a_curr/curr164.shtml
Creator: Education World
Notes: This article focuses on helping teachers integrate technology into the classroom without losing valuable teaching time. The projects described are linked and include contacting email pen pals, watching weather and researching huskies. Numerous resources are listed to help each project along.
Youth Net
http://youth.net/
Creator: Youth Net
Notes: This page links to a number of great online Web-based projects on a wide variety of topics. The projects are complete and well thought out, and all incorporate some form of interactive media or an online activity.
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