| Instructor: | Davina Pruitt-Mentle |
| Support: | Educational Support Services & GA/TA |
| Office: | 2127 Tawes |
| Phone: | (301) 405-8202 |
| Email: | dpruitt@umd.edu |
| Website: | http://www.edtechpolicy.org/ |
| Credits: | 3 credits |
| Time: | Three weeks - Young Scholars Program Monday-Friday 9:30 - 3:00; Open Lab time in the afternoon |
New technology is creating growth and opportunities in fields ranging from teaching to communications, geology to space science, and cryptography to computer forensics. Looking into the future, it is imperative that students are trained in key 21st century skills which will help them play a part in these fields and others, succeed in college, and prepare themselves with the skills necessary to meet the shifting and constantly changing demands of the future workplace.
The rapidly changing workplace is just one reason to consider opportunities in the field of education. A degree in education provides you with a broad range of job opportunities. An undergraduate degree in education is one of the best preparations to enter employment fields which are constantly changing or even some that do not yet exist. Graduates of education live and work throughout the world. You will find teachers and administrators, human resource managers, corporate trainers, continuing educators, technical instructors, computer programmers and trainers, analysts, engineers, entrepreneurs, professors, lawyers, museums curators of education, community outreach directors, and industrial researchers to name just a few.
The 2003 Young Scholars Program, Students, Learning, and Technology will allow students to explore and expand their knowledge of essential 21st century skills (technology fluency and applications, team building, collaboration tools, problem based critical thinking), while also exposing them to real-life instances of professionals using these skills in exciting careers that interconnect the fields of education and technology. This course provides a means to explore technology applications essential to college success, as well as opportunities to investigate career possibilities that utilize technology. Students, Learning, and Technology will provide three weeks of dynamic and challenging activities through a variety of computer applications and Logo-based computer learning environments - and all while having fun!
The underlying philosophy of Logo links pedagogy to programming in a tight bond. Logo's central theme is that the journey is the reward. The act of creating a program from scratch and debugging it is where the learning takes place. Once a Logo task is complete, the learner has accomplished two things: -not only created a working program, but also, and more important, has developed or refined problem-solving strategies that can be applied to other tasks, whether computer-related or not. (David Thornberg, The Philosophy of Logo: the Most Important Attribute)
Field trips and guest speakers will show how programming and various technology-based applications are used in the modern work environment. Workshops will be hands-on and project-based aimed at learning the thought processes behind solving modern problems. Morning sessions will give students a chance to explore different technology applications (Word, Excel, PowerPoint, Inspiration, Kidspiration, Microsoft Project). Participants will explore, design, build, program, experiment and develop projects using one or more Logo-based computer learning environments (i.e. MicroWorlds™, LEGO® Mindstorms™/Roblab™). Afternoon team activities will focus on designing, building and programming cybernetic devices via the LOGO language and LEGO® Mindstorms™ robotic construction kit. Students need only general computer awareness (basic keyboarding skills). As a culminating activity, student work and reflections will be incorporated into an E-portfolio.
When: The course will meet Monday through Friday from 9:00 AM- 4:00 PM, with a one-hour lunch break. There will also be mid-morning and mid-afternoon breaks.
Where: IBM computer Lab, Benjamin Building- College of Education.
What: The format is hands-on and learner-centered designed to foster collaborative research and inquiry. Generally, the morning session will focus on computer/technology applications (basic web page design, word processing skills, creating games, animated stories, and multimedia presentations). The afternoon team activities will focus on programming concepts utilizing the LOGO language and LEGO® Mindstorms™ robotic construction kit. The culminating activity will be the development of an e-portfolio.
| Course Objectives: |
Process Students will:
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|---|---|
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Product Students will:
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| Readings: | Course Packet. Other readings can be viewed/downloaded from the WebCT & ETO course sites (www.edtechpolicy.org & WebCT) |
| Course Expectations and Procedures: |
|
| Grading Policy: |
Grades will be based on the completion of course requirements and on the scope, quality and creativity of the papers/projects. The extent and quality of participation in course interactions (face to face and virtual) will also be factored into determining the final course grade. 25% Preparation and participation in discussions (face to face and on-line), activities and field trips.35% Class assignments 40% Product Based Team Activity and individual e-portfolio The evaluation criteria for this course are described in more detail in the grading rubric which will be presented and discussed in class. |
Explore skills essential to college success: technology fluency and applications, team building, collaboration tools, problem based critical thinking, through MicroWorlds, ICONS, educational games and simulations, TappedIn, MOOS, Blogs and RoboLab. Students participate in cutting-edge technology projects, robotic activities, Logo-based computer learning environments, gaming, modeling, simulations, and development of IT entrepreneurial ideas, while investigating exciting careers that interconnect the fields of education and technology.
New technology is creating growth and opportunities in fields ranging from teaching to communications, geology to space science, and cryptography to computer forensics. Looking into the future, it is imperative that students are trained in key 21st century skills which will help them play a part in these fields and others, succeed in college, and prepare themselves with the skills necessary to meet the shifting demands of the future workplace.
The rapidly changing workplace is just one reason to consider opportunities in the field of education. A degree in education provides you with a broad range of job opportunities. An undergraduate degree in education is one of the best preparations to enter employment fields which are constantly changing or even some that do not yet exist. Graduates of education live and work throughout the world. You will find teachers and administrators, human resource managers, corporate trainers, continuing educators, technical instructors, computer programmers and trainers, analysts, engineers, entrepreneurs, professors, lawyers, museums curators of education, community outreach directors, and industrial researchers to name just a few.
The 2006 Young Scholars Program, Students, Learning, and Technology will allow students to explore and expand their knowledge of essential 21st century skills (technology fluency and applications, team building, collaboration tools, problem based critical thinking), while also exposing them to real-life instances of professionals using these skills in exciting careers that interconnect the fields of education and technology. This course provides a means to explore technology applications essential to college success, as well as opportunities to investigate career possibilities that utilize technology. Students, Learning, and Technology will provide three weeks of dynamic and challenging activities through a variety of computer applications and Logo-based computer learning environments - and all while having fun!
The underlying philosophy of Logo links pedagogy to programming in a tight bond. Logo's central theme is that the journey is the reward. The act of creating a program from scratch and debugging it is where the learning takes place. Once a Logo task is complete, the learner has accomplished two things: -not only created a working program, but also, and more important, has developed or refined problem-solving strategies that can be applied to other tasks, whether computer-related or not. (David Thornberg, The Philosophy of Logo: the Most Important Attribute)
Field trips and guest speakers will show how programming and various technology-based applications are used in the modern work environment. Workshops will be hands-on and project-based aimed at learning the thought processes behind solving modern problems. Morning sessions will give students a chance to explore different technology applications (Word, Excel, PowerPoint, Inspiration). Participants will explore, design, build, program, experiment and develop projects using one or more Logo-based computer learning environments (i.e. MicroWorlds™, LEGO® Mindstorms™/Roblab™, Squeak, ICONS, StarLogo). Afternoon team activities will focus on designing, building and programming cybernetic devices via the LOGO language and LEGO® Mindstorms robotic construction kit. Students are exposed to other online formats (WebCT, TappedIn, Wiki & Blogs, MOO Crossing) via their course activities and discussion. Students need only general computer awareness (basic keyboarding skills). As a culminating activity, student work and reflections will be incorporated into an E-portfolio.
When: The course will meet Monday through Friday from 9:00 AM- 3:00 PM (9-2:00 work and 2-3:00 open lab time with GA/TA), with a one-hour lunch break (exceptions may occur with away field trips). There will also be mid-morning and mid-afternoon breaks. Time will also be available for open lab work before class and in the afternoons.
Where: IBM Computer Teaching Lab, Benjamin Building - College of Education.
What: The format is hands-on and learner-centered designed to foster collaborative research and inquiry. Generally, the morning session will focus on computer/technology applications (word processing skills, creating games, animated stories, and multimedia presentations). The afternoon team activities will focus on programming concepts utilizing the LOGO language and LEGO® Mindstorms robotic construction kit. The culminating activity will be the development of an e-portfolio.
| Course Objectives: | Process Students will:
|
|---|---|
| Product Students will:
|
|
| Readings: | Readings can be viewed/downloaded from the WebCT & ETO course sites (www.edtechpolicy.org & WebCT) |
| Course Expectations and Procedures: |
|
| Instructor Responsibilities | Just as we have high expectations
for students, we also have high expectations for ourselves. Students
should expect that the instructor for this course will:
|
| Grading Policy: | Grades will be based on the completion of course requirements and on the scope, quality and creativity of the papers/projects. The extent and quality of participation in course interactions (face to face and virtual) will also be factored into determining the final course grade. 40% Preparation and participation in discussions (face to face and on-line), activities and field trips.25% In-class mini activities and mini-assignments 20% Product Based Team and Individual Activities 15% Individual e-portfolio The evaluation criteria for this course are described in more detail in the grading rubric which will be presented and discussed in class. |
| Day | Week 1 | Week 2 | Week 3 |
|---|---|---|---|
| Monday 7/10 7/17 7/24 |
Session 1: AM
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Session 6: AM
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Session 11: AM
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| Tuesday 7/11 7/18 7/25 |
Session 2: AM
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Session 7: |
Session 12: AM PM
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| Wednesday 7/12 7/19 7/26 |
Session 3: AM
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Session 8: AM
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Session 13: AM
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| Thursday 7/13 7/20 7/27 |
Session 4: AM PM
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Session 9: AM PM
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Session 14: AM
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Friday 7/14 |
Session 5: AM
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Session 10: AM
PM
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Session 15: AM
PM
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Abelson, H., & di Sessa, A.(1981). Turtle geometry. Cambridge, MA: MIT Press.
Arter, J. A. & Spandel, V. (1992). Using portfolios of student work in instruction and assessment. Educational Measurement: Issues and Practice, 11, 36-44.
Association for Computing Machinery http://www.acm.org/.
Barrett, H. (1996). Technology-supported portfolio assesssment. in R. Fogarty (ed.), Student portfolios: A collection of articles, (pp.127-137). Palatine, Illinois:IRI/Skylight Training & Publishing, Inc.
Braitenberg, V. (1984). Vehicles, Cambridge, MA: MIT Press.
Career info http://www.acinet.org/acinet/.
Resume Information at Job Central: http://jobstar.org/tools/resume/index.cfm.
Christie, A. Electronic portfolio page. http://www.west.asu.edu/achristie/eportfolios/main.html
Fitch, D. (2002). 101 Ideas for Logo. Cambridge, MA: Terrapin Software
Genres of writing recommended by Purdue Online Writing lab. (2002). Retrieved September 28, 2002 from http://owl.english.purdue.edu/internet/resources/genre.html
Hogg, D. W., Martin, F., and Resnick, M. "Braitenberg Creatures" Retrieved September 28, 2002 from http://www.cs.chalmers.se/idc/ituniv/kurser/03/uc/lego/braitenberg_creatures.pdf
Ittleson J.(2001, November 4) Building an E-dentity for each student. Educause Quarterly, Retrieved September 28, 2002 from http://www.educause.edu/ir/library/pdf/EQM0147.pdf
Logo Foundation. (1998, Fall) "Programmable brick from LEGO" Logo Update On-line . Retrieved September 27, 2002 from http://el.media.mit.edu/logo-foundation/pubs/logoupdate/v7n1/v7n1-pbrick.html
Mahood J. An introduction to science portfolios Retrieved September 28, 2002 from http://www.accessexcellence.org/21st/TL/mahood_port.html
Martin, F. (Spring 1995). "The art of LEGO design". The Robotics Practitioner: The Journal for Robot Builders, Vol. 1 No. 2, Retrieved September 28, 2002 from http://www.eecs.cwru.edu/courses/lego375/papers/artoflego.pdff
Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. New York: Basic Books.
Sargent, R., et. al. (1995, spring). Building and learning with programmable bricks. Logo Update On-line. Retrieved September 13, 2002 from http://el.media.mit.edu/logo-foundation/pubs/logoupdate/v3n3.html#brick
Tempel, M., & Chafiian, H. (1999, spring/summer).Computer games by kids, for kids. Logo Update On-line. Retrieved September 28, 2002 from http://el.media.mit.edu/logo-foundation/pubs/logoupdate/v7n2/games.html.
Valente, J. (1995, Fall) Logo as a window into the mind. Logo Update On-line. Retrieved September 28, 2002 from http://el.media.mit.edu/logo-foundation/pubs/logoupdate/v4n1.html#window