II.  Planning and Designing Learning Environments and Experiments

II-D. Plan for the management of technology resources within the context of learning activities.

Evidences:

Reflection:
Students love to use computers for all sorts of reasons, but especially for entertainment.  I have found that there are lots of educational games both on the internet and for purchase that will not only entertain our students but provide additional practice in math, reading, etc.  I want to encourage my students to visit these sites, but I want them to be safe when they do so.  By the end of the year, I hope to have created students who are computer savvy enough to make their own decisions about which websites are safe and which are not.  First, however,  I must ensure that they are using our computers in safe and appropriate ways.  The above computer contract is designed to control and guide my students' computer behavior, but I also feel it is important to model how I decide which websites are authentic and which are phony and which are safe and which are not.  I can do this by thinking aloud when visiting new websites and also by small mini-lessons at the beginning of computer time. 


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