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A Vision for ICT

Presentation to SLT 20-11-2012

Andrew Woods

on 12 December 2012

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Transcript of A Vision for ICT

Schoology Google Docs Team work ICT at HWCS
A Vision ICT is core 1:1 iPads ICTAC co-ordinator A specialist role with allocated time (3 frees per week?) to assist teachers and develop resources
SLT needs an ICT specialist (HoD?) BYOD Parent Purchase Assisted purchase School Comms Website Web 2.0 3 lessons per week in KS3 (7, 8 and 9)
whole cohort does CiDA (headline figures)
GCSE Computing also offered
Can drop Functional Skills
Improved ICT skills across the curriculum Twitter - updates on school events & for use in departments and in classrooms.
YouTube presence - great PR, ultimate work on the wall
Facebook? Interactive Whiteboards ICT in the classroom Mobile phones ICTAC notes Students bring own computing devices into school Allows integration of technology into classrooms Willing parents are invited to purchase iPads for their children We run a hire purchase scheme to aid parents in buying an iPad for their child Improvements:
Refresh look
Twitter feed Why? A change in pedagogy ->
Enhance teaching and learning therefore improve results
Promotes personalised and self initiated learning
Instant start up technology - no waiting
Light and portable - can eliminate text books and exercise books
Highly intuitive, very little training and support required
Cheaper in the long run? Can massively reduce printing, and can reduce need for heavy books
Teaching materials can be made available to all, via VLE or iBooks. NO PRINTING!
Enables greater student creativity - moves away from passive lessons
Students expect it - bridges the gap between students day to day experience and what they do at school
Enables rich multimedia and data presentation experiences
Provides access to quality digital resources http://mounts-bay.cornwall.sch.uk/wp-content/uploads/2012/06/BBC-Spotlight-iPad-Success-11_6_12-web.mp4 Improve communication with parents What do you want it to do? In 2009 it is generally accepted that computer games not only engage young people, Prachett (2005) found that some 78% of 16-19 year-olds play computer games and 87% of 8-11s and 88% of 12-15s played games on a games console at home in the UK and Lenhardt Et al (2008) who note that 99% of boys and 94% of girls across the socio-economic spectrum in the USA play some kind of computer or video game, but also promote learning. Gamification
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