Thursday, September 29, 2016

Midterm Blog Post

Historical Background


Technology integration into the classroom first began in the early parts of the 20th century, when movies, pictures, and slides were first being used to teach the information. This was a drastic change from the ways of lecture and taking notes, and it made the classroom much more exciting to be a part of. Thomas Edison can be quoted as saying, “Books will soon be obsolete in schools...It is possible to teach every branch of human knowledge with the motion picture. “ (Chung 2007) Looking at this quote now, it is clear that Edison was right, although many did not believe him at first. Many scholars of the time believed that the radio was going to be the new way of integrating technology in the classroom, but they were soon disappointed. Nowadays, with the Internet and increased use of personal computers in the classroom and in the home, film is not the number one source of information being presented in the classroom. The use of the Internet and resources from the Internet are slowly taking over the classroom, making for a much more interactive approach to teaching. Time will tell how much impact the Internet and use of computers will have on the classroom-learning atmosphere.

Motivation

There are three main sectors that are influencing the use of technology in the classroom; nonprofit organizations, commerce, and education. Nonprofit organizations like the International Standards for Technology inEducation (ISTE), alongside others, “provide guidelines to promote technological proficiency in the classroom” (Chung 2007). These standards can be found here. The use of technology in the modern world is all around us, so the education of youth on how to use the programs offered on computers must be taught from an early age, so that all students have a chance at succeeding in the world once they finish their schooling processes. In the modern classroom, instruction more student-centered, multi-sensory, multi-path, and full of collaborative work and information exchange between members of the classroom, which is far different than that of the old way of teaching.

Classroom Technology Examples

There are many different uses for technology in the classroom. Below is a list of some of these uses:

  •         Interactive Whiteboard: This technology allows the classroom to not only see what is on the board, but able to move and manipulate certain aspects of the technology with a specialized pen, aiding in multi-sensory input as well coordination of thoughts to actions.
  •         Classroom Management Software: This technology allows instructors to see what students are looking at on their desktops, which helps ensure all students are staying on task and progressing at a normal rate.
  •       Student Response System: This is a simple way to quiz students quickly, without having the hassle of having to grade numerous papers.
  •       Blog: An easy way to communicate with students and other teachers the information that needs to be shared.


Concerns About Integrating Technology

·      Some teachers are unwilling to change their ways, which is problematic, due to the amount of resources technology has provided us.
·      Training can be difficult, especially with how quickly technology is changing.
·      Copyright Laws create challenges in the classroom, due to the fact that laws cannot be broken and must be accurately followed.

Author's Recommendations
·      Be patient and plan plenty of time when using technology in the classroom, especially for the first time. This is especially true with younger students.
·      Maintain a strong defense in the computer networks and protect the individuals using the technology. Privacy is one of the most intimate things everyone has, so we must make sure that we protect it in the classroom.

·      Use technology to simplify the class. Technology should not complicate the classroom, but make it simpler to understand and have a better learning experience.

Monday, September 19, 2016

Blog 3: Copyright and Fair Usage Rights

The following post is about the rules and regulations regarding copyright and fair use, as well as how much material from different forms of multimedia are allowed to be used without having to get permission to do so. Now let's get started!

According to the University of Maryland University College library website, copyright can be defined as, "a legal device that provides the creator of a work of art or literature, or a work that conveys information or ideas, the right to control how the work is used." Copyright is something used by the owners of any form of media to ensure that they, the owner(s) of the media, will be allowed to and able to do whatever they want with said media, without others being able to take credit for their work. The most common forms of media to be copyrighted are movies, songs, and pictures. Copyright protects the owner from other individuals making copies of the product, as well as protects them from others selling the product without the owner making money. 

Fair use is defined as the use of part of a published product, in which the user sites where he or she obtained the information or content. Some common fair use examples are a chapter from a book, a chart from a presentation, or a clip from a newspaper. In regards to fair use policy, there are certain guidelines that must be followed so that the use can still be considered fair use. For example, one cannot make enough copies so that students do not purchase a book or copying a single work more than nine separate times in a semester. 

In order to comply with the many regulations set forth to protect copyright owners, there is a set amount of content that is allowed to be used by someone other than the copyright holder. In regards to motion media, which includes movies and T.V. shows, only ten percent or three minutes of the film may be shown, depending on which is less of the two. For text writing, ten percent of the overall work, or one thousand words (again, whichever is lower) may be used. Up to ten percent of a musical selection may also be used, but no more than thirty seconds is allowed. More than five pictures from one artist or photographer cannot be used, nor can more than ten percent or fifteen pictures of a single collection be used. Other rules and regulations can be found on the webpage listed above.