- Telelearning: isolated and remote areas; use in hospitals, prisons, retirement homes
- Modifications of hardware and software for special needs: voice recognition software, text-to-speech, special input and output devices, Internet resources
- Software in the classroom: science experiments, social studies modelling and simulation, instructional tools and media, computer-aided instruction, computer-aided learning
- School library systems: catalogues, security systems, online research
- Hardware in the classroom: laptops, notebooks, teleconferencing
- Software in school administration: record keeping, scheduling, Intranets, public information
- Training, tutorials, simulators
Resources
- Beekman Chapter 6: Graphics, Digital Media and Multimedia
- Learn keyterms (also saved in DP students on the school server)
- Read end of chapter summary
- Complete online study guide (19 questions)
- Watch PPT (also saved in DP students on the school server)
- Beekman Chapter 11: Computers at Work, School and Home
- Watch PPT (also saved in DP students on the school server)
- Read end of chapter summary
- Read textbook pg 451-456
Some Questions to consider
- Do you think home computers strengthen families and communities? Explain.
- Do you think home computers in the future will make people more or less creative? Why?
- Do you think educational games and gaming in general are good ways for studnets to learn in school? at home? Give reasons and examples to support your ideas.
Issues to Consider
- Find current news articles on:
- Interactive media
- Read textbook pg 254-255
- ‘….involving the learner in a two-way conversation.’
- Issues: addiction, digital divide, educational opportunities, shift in powerbase
- Virtual reality eg Second Life see Online SL Guide see Teen Second Life see Teen Second Life Community Standards
- Read questions at the end of this section
- Home entertainment industry: developments, concepts and trends
- Gaming online: impact and issues
- The impact of the Internet on home entertainment
- Media formats, media piracy: social and ethical issues
- Mobile phone technology and converging technologies
- Use of IT in films, virtual actors: impact on employment, ethical and social issues
- Interactive media
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