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New edition of "Using Technology in the Classroom"
Thoroughly revised and updated, this text includes the most current information on the use of technology in the classroom. Topics covered in this book include social, ethical, legal and human issues in educational technology. The book also contains discussion of emerging technologies, e-portfolios, podcasting, and digital storytelling, as well as coverage of how to utilize each of these elements to develop and implement a technology-rich curriculum.
Book Description
Using Technology in the Classroom highlights the essential topics related to using technology in education, as outlined in the ISTE (NETS-S and NETS-T)standards. The book covers all the relevant technology topics related to understanding, creating, developing, applying and implementing technology rich experiences for students and teachers.

Organized and aligned to the nationally adopted ISTE and NETS standards that teachers must use in the classroom.

Addresses the use of technology in the classroom: online educational resources, the latest in educational software, electronic communication, creating Web-based instruction, emerging technology, as well as how to utilize each of these elements to implement a technology-based curriculum. Pre-Service and in-service teachers.

New to This Edition

Extensive updates throughout keep this text completely current!

  • New coverage  in Chapter 3 includes discussion of blogging, wikis, Web 2.0, RSS, V-logs, text and instant messaging; digital divide; and social networking, which is also discussed in Chapter 5. New coverage in Chapter 9 includes integrating technology in early childhood, educationally challenged, and multi-disciplinary activities.
  • The assistive technologies section in Chapter 4 has been expanded with more detail to help students understand options for working with exceptional learners.
  • Expanded discussions in Chapters 6 and 7 provide useful insights for teachers about how students can digitally research information.
  • All new Chapter 10, Gaming and Virtual Environments and an expanded discussion of simulations and data analysis in Chapter 12 emphasize how these applications can be applied in the curriculum. The chapters include many new examples to illustrate how games, virtual environments, and simulations can be used successfully for motivation as well as to increase student achievement. Chapter 14 emphasizes video, sound, and graphics for authoring and presenting with multimedia technology.  Step-by-step directions for podcasting, including iPod applications, are provided.
  • Chapter 15 includes detailed discussions on assessment and e-portfolios, emphasizing technology as a data collection tool.
  • Chapter 16 emphasizes professional practice using and applying technology for lesson plans, parent letters, educational funding, classroom layouts, professional development, and becoming a professional educator with supporting related associations.
  • TECHNOLOGY ADVANTAGE   An author-created companion website, www.ablongman.com/bitter7e, provides instructor PowerPointTM presentations and student simulations, technology skills tutorials, software samples, and an online study guide.

Click here to see more publisher informations.
posted by Sophie Min on 07/26/07 11:33:17
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