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1. Creativity and Innovation
Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students:
2. Communication and Collaboration
a. apply existing knowledge to generate new ideas, products, or processes. b. create original works as a means of personal or group expression. c. use models and simulations to explore complex systems and issues. d. identify trends and forecast possibilities.
Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students:
3. Research and Information Fluency
a. interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media. b. communicate information and ideas effectively to multiple audiences using a variety of media and formats. c. develop cultural understanding and global awareness by engaging with learners of other cultures. d. contribute to project teams to produce original works or solve problems.
Students apply digital tools to gather, evaluate, and use information. Students:
4. Critical Thinking, Problem Solving, and Decision Making
a. plan strategies to guide inquiry. b. locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media. c. evaluate and select information sources and digital tools based on the appropriateness to specific tasks. d. process data and report results.
Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. Students:
5. Digital Citizenship
a. identify and define authentic problems and significant questions for investigation. b. plan and manage activities to develop a solution or complete a project. c. collect and analyze data to identify solutions and/or make informed decisions. d. use multiple processes and diverse perspectives to explore alternative solutions.
Students understand human, cultural, and societal issues related to technology and practice legal and ethical behavior. Students:
6. Technology Operations and Concepts
a. advocate and practice safe, legal, and responsible use of information and technology. b. exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity. c. demonstrate personal responsibility for lifelong learning. d. exhibit leadership for digital citizenship.
Students demonstrate a sound understanding of technology concepts, systems, and operations. Students:
a. | understand and use technology systems. |
b. | select and use applications effectively and productively. |
c. | troubleshoot systems and applications. |
d. | transfer current knowledge to learning of new technologies. |
Why should we teach keyboarding? We teach keyboarding to build students’ skills in using computers. We teach them skills so that they will be more efficient when they write papers, emails and even blogs.
What about teaching keyboarding once a week instead of 4 straight weeks? It’s a waste of time.
Remember that keyboarding is a psycho-motor athletic ability. How much would you learn about playing baseball if you only played it for 40 minutes once a week? Very little.
If you played baseball 40 minutes a day for 4 weeks, you could develop a foundation of playing skills that you could use for the rest of the season. As you play for the rest of the season, you will be able to further refine your abilities.
Taking 20 weeks to learn how to keyboard is an experiment in futility. Does this mean that students will only be able to write papers that use the home row keys for the first month? It is a situation where educators can say that students are being taught to keyboard but taking 5 months to learn to keyboard wastes most of the school year.
lindargeorge |
Latest page update: made by lindargeorge
, May 11 2008, 2:30 PM EDT
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