Curriculum Design with Technology
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Online Lesson Contents |
Introduction |
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Understanding how to design lessons and activities with technology is an essential skill for educators in the 21st century. Design skills in this area require an understanding of curriculum standards, subject matter content and technology. Researchers who have looked into the area of teachers integrating technology in learning have found that these skills develop over a time period of three to five years- it's a long term process. This module examines purposeful use of technology. It surveys a range of methods and techniques for the development of learning activities with technology. | ||
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Goals |
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Assignments |
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Read materials in this online lesson and follow links to other World Wide Web sites. Go to the threaded discussion forum titled, "Online Lesson 1- Curriculum Design with Technology," and respond to the following question: Describe a webquest activity you found in your explorations of Bernie Dodge's WebQuest matrix for schools and teachers. How would it support student learning? What additional activities would you suggest to make it a worthwhile experience for the students you work with / plan to work with? |
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Go to Part 2- Studies of Classroom Practice with Technology
Part 2: Studies
of Classroom Practice with Technology
How is technology supporting learners
doing things they couldn't do in any other way?
Researchers have a number of practical ideas to share about the effective
use of technology in classrooms. Examining the field of literature, David
Dwyer and his colleagues from the Apple Classrooms of Tomorrow (ACOT)
standout. Dwyer did intensive studies of technology in three different
areas of the United States over a period of eight years. Dwyer summarized
a number of his findings in an article titled, "Apple
Classrooms of the Future: What We've Learned," in the April 1994
issue of Educational Leadership. Some important findings about
teachers and students are included in the following excerpts: Teacher Effectiveness- Multiple Skill Repertories Examining teaching strategies in the same article, Dwyer noted that:
"the greatest student advances occurred in classes where teachers
were beginning to achieve a balance between the appropriate use of direct
instruction strategies and collaborative, inquiry-driven knowledge-construction
strategies." Student achievement seemed to be better in classrooms
where teachers had skill in both direct instruction and project based
kinds of learning activities. Developmental Stages: Teachers Designing Activities
with Technology One of the greatest misunderstandings about technology in learning is
that teachers develop skills integrating technology quickly and easily.
Dwyer's studies of teachers using technology found that skill in lesson
design went through five different stages over a period of three to
five years. These developmental stages are listed below: Looking Further.. If you're interested in exploring further research about educational
technology, a good starting place is Taking
Stock- What Does the Research Say About Technology's Impact on Education?
This article appeared in the May 1998 issue of Technology &
Learning magazine. It contains interviews with eight internationally
recognized authorities on technology and learning sharing insights from
their work. The interviewer attempts to sum up research related to lesson design
saying, "...the research leads away from..."thumbs up"
or "thumbs down" answer(s) and finds us embarking on the more
complex task of asking what types of technology, with which types of students,
under what conditions, lead to best results. Stated another way: In figuring out how to design lessons with technology,
we need to consider the following questions: In sum we should use technology as a tool because it serves an important
learning outcome in an effective manner. We shouldn't be trying to use
technology for technology's sake.
Entry
computers just out of boxes; lots of questions about
the physical set up and operations; frustration
Adoption
computers are operational; many of the setup questions
have been answered but the connection to teaching and learning is
"just developing"
Adaptation
technology is integrated into "traditional"
classroom projects- research papers, essays
Appropriation
active learning projects are more of a day to day reality--
students are doing more project based work using technology... multimedia
activities, camcorder productions, integrated projects
Invention
confidence to experiment with teaching, learning and
technology is exhibited by teacher; role of teacher is more that of
a facilitator; students are demonstrating initiative in directing
their own learning
Go to Part 3- Activity Design Scenarios
Activity Design
Scenarios- Considerations for Varied Access Opportunities and Skill Levels
What are barriers to the effective implementation of technology
at a school? Pursuing this question at school sites one finds that there
can be a range of answers from insufficient funding to a teachers' lack
of confidence in using technology. The diagram below shows some common
responses: Distilling these points one could say that "technology access"
and "skill integrating technology in learning" are two major
barriers for schools seeking to use technology effectively. Two sets of
questions arise from these findings: Responding to these questions the following teaching and learning scenarios
are shared. With them we see two underlying premises: The scenarios are intended to show that technology can be used effectively
given varying degrees of comfort and access. Access and comfort levels
are rated for each activity below using an Access-Skill Barometer that
ranges from Level 1 to Level 5: Technology As a Teacher Resource Off-the-Shelf-Software Whole Class Activities with One Computer Small Group Activities Where Teams Share Technology Whole Class Activities Where Each Student Works on One Computer
...the effective design of activities with technology is dependent on
technology access and teacher comfort.

Level 1: Limited Technology Access & Basic Levels
of Teacher Technology Skill
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Level 5: Excellent Technology Access & High Levels
of Teacher Technology Skill
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Level 1 ![]()
In this scenario technology is used as a management tool behind the
scenes for record keeping, communication, and resource development. This
activity requires minimal skill and minimal technology access. The teacher
uses a computer in the school's staff room to obtain Internet resources
and/or use software to create worksheets. They may use e-mail or access
a school's intranet for communication. An example of a popular Internet
planning resource for K-12 social studies instruction is the Schools
of California Online Resources in Education- Social Studies Site.
Level 2 ![]()
One of the most common scenarios in schools, is to use a single classroom
computer with one specific software program in the back of a classroom.
The program can focus on drill & practice activities, tutorials, or
simulations targeting desired skills or themes. Students use the computer
individually or in pairs during a prescribed period of work. This situation
is OK for the teacher with limited technology skills and who has access
to a donated functional computer. A popular resource that some educators
use to find appropriate off-the-shelf software is the C-Learn
website.
Level 3 ![]()
Given one computer with a projection device or connection to a large screen
television, this scenario finds teachers directing activities using such
programs as PowerPoint, Tom
Snyders Decisions Decisions, or Geometers'
SketchPad.These applications make for a "smart chalk board"
offering visual and auditory input to diverse learners in a dynamic fashion.
This situation requires an increased level of confidence since the instructor
is guiding a class activity with one computer.
Level 4 ![]()
Some schools are finding value investing in wireless laptop computers
that are circulated throughout the campus over the school day. In this
situation small groups of students work with a single computer (as an
example, five laptop computers might be in a classroom of 25 students
offering a rato of 1 computer to each group of 5). Student activities
in this scenario can involve the use of technology to gather, sort, analyze,
and report information/findings . Sample activities for this kind of scenario
can be found at Bernie
Dodge's WebQuest site and the Apple
iMovie site. This situation requires an increased degree of teacher
confidence with technology since there's now a set of computers that are
being relied on for the success of the lesson.
Level 5 ![]()
Access and comfort levels with technology need to be very high in this
scenario where teachers direct activities and each student has their own
computers to accomplish specific objectives. This scenario commonly occurs
in a school's computer lab. Sample activities can be found at the Microsoft
Productivity in the Classroom website.
Go to Part 4- Strategies for Lesson Design
Strategies for Lesson
Design*
...effective activities with technology are project
based.
There are a multitude of different strategies for developing lessons
with technology. This section will offer some general concepts about technology
and lesson design. It will then discuss specific ideas and procedures
for lesson design. Purposeful Use of Technology To begin, consider the idea that most activities with technology are
project based endeavors. Project based activities can be uncomfortable for some teachers. Student
activity can appear to be chaotic: students may be out of their seats,
small groups may be discussing different ideas, experiments of one kind
or another may be underway and, in the middle of it all there might be
technology of some sort that students are using to collect, analyze or
sort information with. As lesson designers, we combine different instructional strategies to
establish effective student learning environments. Instructional strategies
are selected based on the content we are delivering, students' prior knowledge,
student learning modalities, and the time that's available. Powerful learning experiences result when teachers choose
strategies that match student needs. Recall David Dwyer's research from
the Apple Classrooms of Tomorrow and his finding: "...the greatest
advances (in student learning) occurred in classes where teachers were
beginning to achieve a balance between the appropriate use of direct instruction
strategies and collaborative, inquiry-driven knowledge-construction strategies."
Teachers learned to blend direct instruction and hands-on activities in
effective ways. The development of project based activities involves student action.
A sampling of student actions from project based lessons are listed below:
Screen choose arrange cluster Teachers frame tasks and actions that promote desired student learning
outcomes. Researchers have found that skilled activity designers incorporate
two or more of the following activity strands in their tasks: Matching Technology Tools with Tasks Tool selection is an important part of lesson design with technology.
Lesson designers need to think about the unique attributes of technology
tools and how those attributes can enhance learning experiences. Here's
a list of attributes that a class recently brainstormed for digital cameras,
the Internet, graphing calculators, word processors, and MP3 players: An understanding of technological tools is essential to effective classroom
use. Given thought on the unique attributes of technological tools, a
lesson designer is able to weave effective uses of technology into learning
experiences. Lesson Design Techniques With Technology Lesson designers take the general ideas shared above and craft activities
using any number of different techniques. A sampling of different strategies
are shared below. Adoption Strategy "Icing" Strategy Backwards Design Strategy More structured techniques for lesson design are available. Three popular
choices are offered below: WebQuest Activities Jamie McKenzie's Module Maker California Learning Resource Network (http://clrn.org)
*Many of the ideas shared in this section are based on
my learning from work with Cindy Tucker, John Schiller, Jim Peterson,
Patrick Laherty, Suzie Howell-Olsen, Doreen Heath-Lance and Dan Exelby
at the Sonoma County Office of Education. I have benefited from a collegial
working relationship with these individuals and express my appreciation
here.


select
separate
sift
Sort
categorize
list
place
compare
classify
order
prioritize
contrast
group
organize
rank
match
Analyze
deduce
surmise
probe
Synthesize
fabricate
blend
integrate
The lesson designer adopts a lesson found on the Internet or in a book.
In this situation activities are adapted and modified to suit student
needs and/or what is available in the school setting. This may involve
adjustments for student needs in relation to time, degree of difficulty,
and/or context of the lessons. Other adaptations may be made because
of differences in technology. The lesson designer may add or take away
technological items because of what is available at their school.
The lesson designer takes an existing activity/lesson that is successful
and adds a technology component to improve or enhance it. Technology
is used to "leverage" learning outcomes.
The lesson designer thinks first about the desired results they want
to obtain from a unit or lesson. They then determine what will be acceptable
evidence of this outcome. Experiences and activities are planned. Technology
is matched with task(s) to guide student goal attainment. A helpful
Internet resource for planning lessons of this type can be found at
CSU
Northridge's Academic Content Standards Site. The site lists K-12
content standards for science, math, social studies, and language arts.
Its links allow educators to do task analysis and long term planning
related to California's Content Standards.
A WebQuest presents students with a challenging task, scenario, or
problem to solve involving Internet resources. Originally conceived by
Bernie Dodge, a professor of education at CSU San Diego, WebQuests have
earned world wide acclaim for their use of technology in learning. The
WebQuest site offers a taxonomy
of WebQuest tasks for K-adult learners (something for everyone--examining
these tasks sends home the idea that lesson design is a life long endeavor).
If you're interested in designing a WebQuest, you can go to the WebQuest
Building Blocks page. It lays out the sections of a WebQuest offering
advice and sample materials. Dodge's Matrix
of WebQuests Examples offers a variety of activities using webquests
for different sujects and age groups.
Jamie McKenzie feels that students need to learn to ask good questions.
He states that,"..questions may be the most powerful technology we
have ever created. Questions and questioning allow us to make sense of
a confusing world. They are the tools that lead to insight and understanding."
With these ideas in mind, McKenzie has developed a "step by step"
guide teachers can use in developing meaningful lessons quickly called
Module
Maker. Module Maker promotes the development of questioning skills
and the successful integration of technology in learning. Module Maker
is good for K-adult learners-- it has special relevance for K-6 learners.
The California Learning Resource Network (CLRN) is intended to provide
educators with the information they need to make informed decisions about
selection, procurement and instructional use of supplemental electronic
learning resources. Sponsored by the California Department of Education,
CLRN defines electronic resources as: computer software- floppy discs
& CD ROMs; video materials-VHS, laser discs, & DVD; and Internet
Resources. CLRN's Lesson Designer offers step-by-step directions through
the creation of a lesson plan that meets the California standards. It
supports associations with electronic learning resources found on the
CLRN site. Spend a few minutes trying out the CLRN
Lesson Designer (this is a free service from the California Department
of Education- you will need to register to use the service but it will
cost you no money).