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You Got Art On My Computer!

Learn how to integrate technology and computer graphics into education to enhance student learning, creativity, and critical thinking. Explore strategies, tools, and resources for authentic, project-based learning.

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You Got Art On My Computer!

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  1. You Got Art On My Computer! Rosalie Moore, Teacher & Technology Integration Specialist 2007 Laptop Institute, Mitchell, SD June 2007

  2. The Presenter I am currently a computer teacher at Douglas Middle School, Box Elder, SD, and have experience with students of all ages as a teacher and technologist. I have a masters degree in education technology and enjoy teaching and working with students and educators to find ways to best incorporate technology for learning. I have presented at several state and regional conferences, conducted district level staff development, and contributed to educational initiatives across the state.

  3. Learning • All learning integrates thinking and doing. Deeper levels of learning create increasing awareness that increasingly results in actions that become part of creating alternative futures. Senge, Peter and C. Otto Scharmer, Joseph Jaworski, Betty Sue Flowers. Presence. Currency, 2005. ISBN 0-385-51624-x.

  4. Student-centered learning Multi-sensory stimulation Multi-path progression Multimedia Collaborative work Information exchange Active, inquiry-based learning Critical thinking, informed decision making Proactive, planned Authentic, real-world context Paradigm (ISTE)

  5. Teaching • Contextual learning opportunities • beyond school walls • outside of school hours • Complex Tasks that result in Transferable skills • from school to work • from present to future

  6. Mentor Motivator Co-learner Teacher’s Role

  7. Technology Instruction • Effective and efficient operation of complex tools • Underlying knowledge and specific content required to put the tools to productive use • Skills to select, manage and maintain the tools they need for learning

  8. Captures real-life and allows students to directly relate to their learning Allows students to have ownership over what they learn Challenges student creativity Enhances student thinking, decision-making, and problem-solving. Promotes independent thinking and enables students to interpret information Supports students as producers as well as consumers Interactive Technology

  9. Incorporates technology as an integral part of the curriculum Communicates ideas through technological media (text, graphics, video, and sound) Expresses knowledge visually and verbally Develops understanding of technological influences on individuals and society as a whole. Technology Integration

  10. Integration Strategies • Pedagogy (style of instruction) • Equipment • Projects • Resources • Skills • Manageability http://www.tcet.unt.edu/START/instruct/general/techinteg.htm http://www.gpschools.org/ci/ce/computer/strategies.htm

  11. DMS Computer Graphics • Do the research and analysis of current research • Know your learners • Net Day Speak Up Day • Local data • Consult with experts

  12. DMS Computer Graphics • Determine key teaching/learning objectives • Information competencies • Think • Make meaning of their learning • Make Choices • Visual literacy (consumer) • Principles of Design • Explore • Create (producer) • Technical Skills • Computer & Design Tools • Distribution/Publication Tools

  13. DMS Computer Graphics • Develop and refine your curriculum • pre + during + post • do it all over again • http://www.georgetown.edu/crossroads/guide/steps.html • Identify instructional strategies and methods • Constructivist learning • Project/problem based learning & multimedia • Collaborative work • Independent work • Real work (process and product equally important) • Professional tools

  14. DMS Computer Graphics • Use technology intentionally not exclusively • Identify and gather appropriate resources • Use images, sound, & real people • Use Computer & Internet as a tutor • iMovie • Podcasts • iPod

  15. DMS Computer Graphics • http://web.mac.com/rosaliemoore/iweb/Room403

  16. Real World Technical Skills • Professional, Age Appropriate Tools • Macromedia Freehand & Flash • Adobe PhotoShop Elements • AppleWorks Paint/Draw • Garage Band (podcasts) • iMovie

  17. Real World Knowledge • Principles of Design (using color, style, placement, font) • Design Layout (arrange & motivate) • Visual Literacy (create, organize & display print, video, audio & graphics) • Creative Ownership • Ethical Responsibility

  18. Real World Scenarios • Individual Work • Collaborative Design Teams • Priorities • Time management • Decisions • Natural Consequences

  19. Real World Work • Real Challenges • Real Products • Real Clients • Real Audiences

  20. Multiple Indicators Standards-Based Authentic Knowledge Skills Competencies Authentic Assessment

  21. Our Results • Students want to learn (what we want to teach) • High Student Performance • Prior & Extended Learning

  22. Unintended Consequences • Improved Practice • New Perspective

  23. Additional Resources Alice A. Christie, Ph.D. “PowerPoint: Technology Integration: Three-Legged Stool.” 28 April 2007 http://www.west.asu.edu/achristie/tech_int/index.htm. “Assessing Student Learning and Institutional Effectiveness.” 28 April 2007 Middle States Commission on Higher Education, 2005. http://www.msche.org/publications/Assessment_Expectations051222081842.pdf. Prensky, Marc. Don’t’ Bother Me Mom--I’ Learning! Paragon House, 2006. ISBN 1-55778-858-8. Wikipedia. “Technology Integration.” 28 April 2007. http://en.wikipedia.org/wiki/Technology_Integration.

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