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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.
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| 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.
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| 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.
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| 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.
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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.
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| 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.
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| 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".
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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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