Fall Semester, 2003 Readings

 

 

The Saber Tooth Curriculum The Victorian Internet The Third Wave Teachers and Machines
The Soul of a New Machine Growing Up Digital Digital Literacy Ender's Game

 

Timeline of Saber Tooth Curriculum 

Peddiwell's The Saber Tooth Curriculum The Saber Tooth Curriculum is a metaphorical and historical account of the development of an educational system. The early educational practices evolved out of a need for productivity. The curriculum was simple and initially met the needs of the society. But as society progressed, education no longer met the needs. Individuals eventually came forward to suggest multiple methods of teaching and therefore learning. 

 

 

 System of Systems Chart

Standage's The Victorian Internet:  This book chronicles the history of the telegraph. In doing so it uses the telegraph to demonstrate the impact and ripple effect that technology has on society. Like the internet, the telgraph was met with doubt, enthusiasm, misunderstanding, and hope.  Using the software tool, Inspiration, we looked at the system of systems and noted the connections and influence of innovation.

 

 

 Reader's Theatre Script

Toffler's The Third Wave: In The Third Wave, Toffler defines three waves of progression. The firse wave represents the era of pre-industry. Society focused on meeting basic needs and providing for the family. Industry led to the Second Wave, which was built on principles such as standardization, specialization, and centralization. Education's focus was on training and preparing duty-minded, punctual workers. The third wave rolled in with the information age. Tools became more complex--computers, space travel, and satellites. Economic, social, ecological, and technological changes demanded discovery and innovation. However, in the third wave, the theme of change not only divides generations but pressures society to meet the needs. As in The Victorian Internet, the pressure to manage information and harness change is intense, and the there does not seem to be a solution, only methods for using information well.

 

 

 Top Ten Problems that Technology Can Solve for Teachers

Cuban's Teachers and Machines: In this book, Cuban looks at various forms of technology and the role they have played and are currently playing in our schools. Over time, teachers have stuggled with similar issues, such as lack of expertise, integration conflicts, and high costs. While barriers exist between school and technology, there are successes and ways teachers can use technology effectively. Such teachers lead and demonstrate curriculum change and invigoration.

 

 

Website Evaluation Checklist

Digital Literacy Back to School Accessory

Gilster's Digital Literacy:  Gilster defines digital literacy as the "ability to understand and use information in multiple formats from a wide range of sources when it is presented via computers".  Like other authors read this semester, Gilster identifies skills needed to manage and evaluate the flood of information readily available to us. In class we examined two aspects of Gilster's research and commentary on being better users of the Web and other technologies readily available--the web evaluation checklist and the back to school cargo pants, complete with all accessories needed to be digitally successful in school.

 

 

 Everything I Need to Know About Teaching and Learning I Learned from N-Geners

Tapscott's Growing Up Digital: Tapscott introduces us to the N-Generation. While many of us are well acquainted with representatives of this generation (our students!), Tapscott characterizes them in a clear and familiar way. His descriptions, while stating the obvious, remind us of this generation's media-mindedness, innovation, and social being. I appreciate, and doubted at times, Tapscott's optimism and the many examples of positive Internet use. Also, Tapscott discusses the need for the shift from "broadcast learning" to "interactive learning". With this shift, teachers need to more willing to become the classroom facilitator, allow students to become teachers, and make learning fun.

 

 

Mushroom Management 

Kidder's The Soul of a New Machine In this book, Kidder immerses himself in the culture and progress of a company designing and delivering a microcomputer.  The account takes place in the late 1970's when companies were competing in the design and sale of the latest computer.  When reading this book, we were to think of the company, Data General, as a metaphor for our age of technology--the third wave.  Indicators of this age include the drive for success, the motivation of money, the competition, jargon used, and "the hungry beast of growth".

 

 

 Ender's Game

Card's Ender's Game:  This science fiction novel is the story of a young boy coming to age in futuristic world on the hinge of destruction.  However, Ender's coming of age is intensified by his education and training to be the next world leader.  This story portrays the educational process and use of technology in interesting ways.  While Ender's education is manipulated by adults it is enhanced by the use of technology and his freedom to make mistakes and learn from them.  Terrific technical tools, including simulations, video games, and an electronic desk, facilitate Ender's education and provide fantastic learning opportunities.  Card shows interactions with technology to promote warfare, knowledge, and personal agendas, but without squelching human compassion.

 

 

 

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