pilot's log

Saturday, October 14, 2006

I've been trying to absorb a lot of reading for graduate school lately. I recently read report about technology in schools published by Cisco Systems.
(http://www.cisco.com/web/strategy/docs/education/TechnologyinSchoolsReport.pdf)

Here are some important notes for their research:

Miscalculations on the part of researchers:

1. Overly confident that they could easily a accomplish the depth of school change.
2. Lack of effort in documentation of effent on student learning, teacher practices, and system efficiencies.
3. Overestimating the time technology access would be available.
4. Underestimating the rate of change in technology, and the impact on

- staff time
- budgeting
- professional develpment
- software upgrades
- curriculum an lesson design

What are the proven learning technology solutions according to Cisco?

Before I provide a summary, it's important to note the types of learning evaluated by the paper:

1. Automaticity
2. Content expertise or knowlege
3. Information processing and vidualization
4. Higher-order thinking and sound reasoning
5. Authentic learning

The paper also made the distinction betwen descriptive studies and rigorous research.

Here are the technology types they evaluated:

1. Television and Video
2. Calculators
3. Engagement devices
- interactive whiteboards
- quick-response devices
4. Portable ICT (PDAs, tablet PCs, palmtop computers)
5. Virtual Learning
6. In-School Computing (Labs, In-classroom, in libraries)
- Simulations
- Productivity tools
- Visualization tools
- Semantic and concept maps
- Dynamic geometry software
- Web-Based Inquiry Science Education (WISE)
- Cognitive tutors
- Computer assisted instruction
- Communications
- Educational gaming
7. 1:1 Ratio of Computers to Students

In-School Computer Use, Television or Video (for children), and 1:1 computing showed the most substantive results.

Here's a quote on educational gaming (in an educational setting):

Studies have found that games offer immediate feedbac, increase learner participation, reinforce knwledge, and influence attitudinal changes. Educational gaming favors the development of complex thinking skills and problem solving, planning, and self-regulated learning.

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