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.