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Copy of Copy of ICT Across the Curriculum

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Catherine Walsh

on 27 November 2012

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Transcript of Copy of Copy of ICT Across the Curriculum

ICT Across the Curriculum
(ICTAC) Catherine Walsh
c.walsh@mdx.ac.uk Today you will

Analyse how the use of technology supports all pupils
Reflect on how you use ICT
Plan how ICT can enhance opportunities to include all pupils with EAL, SEND/G&T (Differentiation)
Incorporate more use of technology into your teaching Edutainment The term edutainment was used as early as 1948 by The Walt Disney Company to describe the True Life Adventures series. In 2002 a report was commissioned by the DfES to investigate the motivational effects of information and communication technologies (ICT) on pupils. This report details the findings of the investigation, draws conclusions and offers recommendations to those concerned with the use of ICT for learning and teaching purposes. Playful Learning

Pupil Enjoyment Stephen Heppell

We need to harness technology to engage learners How do you use technology to learn ? Key findings
• ICT use by pupils and teachers in the case study schools led to positive motivational outcomes, supporting a focus upon learning and the tackling of learning tasks.
• Positive motivational outcomes were most frequently found when ICT was used to
support engagement, research, writing and editing, and presentation of work.
• More positive motivation resulted when ICT use was focused on both teaching and
learning, than when ICT was used to support teaching alone.
• Boys and girls were both motivated by uses of ICT. There was evidence that motivation
from ICT use positively affected the work patterns of boys so that they worked in similar
ways to the persistent pattern of girls.
• Motivation appeared to be independent of ethnic background, but socio-economic
background impacted on occasions in terms of limited access or out of school support.
• There were indications that ICT impacted positively upon pupil behaviour inside school,
and some impact on their behaviour outside school. GAMES BASED LEARNING Games and learning
Research is beginning to suggest that computer games can help to stimulate a successful learning environment and provide motivational learning contexts that suit many learners. They also provide an opportunity to develop communites in which learners have a sense of ownership over what they do.

They encourage self-reliance and self-determination in terms of a learner’s ability to make progress within a demanding but incrementally staged environment, and help them to appreciate that the skills necessary for success in games such as problem solving and critical thinking can have relevance in other curricular areas and other social contexts such as study or work. They also create an implicit and explicit understanding that as a learner on our own we can be good but as a learner in a connected team we can be much better. http://www.software4students.co.uk/ http://store.apple.com/uk/browse/home/education_routing http://www.apple.com/education/ City Learning Center CLC

Manager - Angela Poplar
113 Parsonage Lane, Enfield, Middlesex EN2 0AB. Telephone: (020) 8482 2036
ICT and SEN Computer Settings

- Keyboard
- Monitor
- Sound
- Mouse Becta 2003

What the research says about ICT supporting Special Educational Needs (SEN) and inclusion Benefits for students
● Computers can improve independent access for students to education
(Moore and Taylor, 2000;Waddell, 2000)

● Students with special educational needs are able to accomplish tasks working at their
own pace (ACE Centre Advisory Trust, 1999)

● Visually impaired students using the internet can access information alongside
their sighted peers (Waddell, 2000)

● Students with profound and multiple learning difficulties can communicate
more easily (Detheridge, 1997)

● Students using voice communication aids gain confidence and social credibility at
school and in their communities(Worth, 2001)

● Increased ICT confidence amongst students motivates them to use the
internet at home for schoolwork and leisure interests (Waddell, 2000). http://www.gamebasedlearning.org.uk/ M Learning Pocket sized computer that has a display screen, touch input or minature keyboard

Hand held devices allow children to record what they see/hear, using camera, video recorders or audio records, games consoles and GPS devices. (Jesson & Peacock 2011, ‘ The Really Useful ICT Book’) IWB - Interactive Whiteboard Barriers How do I use technology to learn ? www.futurelab.org.uk

http://www.heppell.net/ http://smarttech.com/Resources/Training/Training+Search

http://exchange.smarttech.com/ TS2 Promotion of progression,
TS4 Planning and teaching well-structured lessons,
TS5 Response to pupils’ strengths and needs,
TS7 Classroom management,
TS8 Wider professional responsibilities http://www.imaginegames.eu/eng/Games-Directory/Climate-Challenge http://www.imaginegames.eu/eng/Games-Directory/Climate-Challenge Bettshow.com
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