TPACK+in+Technology+Education

This lesson was designed to teach the process of editing video via iMovie for Apple or Windows Movie Maker. our intended audience were Adult learners with little to no experience. Through this process they will lean how to edit, clip, and use multifunctional tools with in these applications.
 * TPACK Instructional Design analysis #1 **

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 * TPACK Instructional Design and Analysis #1 **

This lesson is intended to teach students the importance of typing speed and accuracy, or touch typing. Touch typing is defined as typing using all of one’s fingers and not looking for the letters. Ideally it will be incorporated into a Computer Education class in the ages of Middle School 7th or 8th grade. This is to get an early start as they will be typing papers in high school and collegiate levels.



//"As educators our duty is to teach our students to understand both the power and the limitations of all the new technological tools that are, and will increasingly be, at our kids’ disposal. It is our job to show them how they can use all these new tools well, and wisely."// (Prensky, 2005)

**TPACK and Technology Education** What does TPACK in technology education really mean? It seems redundant. Isn’t TPACK, by its very nature, a framework for integrating technology? TPACK is a framework to integrate technology into the pedagogy to teach specific content areas. When we think of content areas though, we generally think about Mathematics, Science, Social Studies, or Language Arts. That is why many people might be confused when discussing TPACK and technology education together. If you just think of technology education as a content area, though, the concept of TPACK in technology education should become clearer. TPACK in Technology Education is using technology to teach technology.

Follow this example, we have a fourth grade class that has been assigned a school project to write a short computer program that will type “Hello” on the screen. To teach these students about programming, the teacher is using Tynker, which is a web-based application, to teach coding (programming). To put this example in context of TPACK, the teacher is using project-based learning (Pedagogy), using Tynker (Technology) to teach computer programming (Content). As you can see, we are using technology (Tynker) to teach technology (computer programming). See "Scratch Animation" below for another example of a programming lesson in addition to the other various technology lesson examples posted.

**Lesson Plans**

In this lesson, the student will learn about their digital footprint, how it can be seen by anyone online, and how it affects their online reputation. To better understand the effect of digital footprints, the students are placed in groups to find a "host" for a game show, based solely on the candidates' digital footprints. In this collaborative learning (P) lesson plan, the students conduct web searches (T) to find the digital footprints (C) of these candidates.
 * Digital Footprint**



In this lesson, the student will learn about different types of blogs, compare and contrast newspapers and blogs, and learn how to create and maintain their own blog and how to post comments on other people's blogs. This lesson lasts 6-8 weeks. The students will be blogging about the book, **//The Giver//**. Each week the students will read a chapter from the book and create blog posts on the class blog and comment on classmates' blog posts. This active learning (P) lesson uses blogs (T) to teach students how to create, maintain and understand blogs (C).
 * Creating, Maintaining and Understanding Blogs**



In this lesson, students use a Google Site to complete four tasks to learn more about blogs. This lesson is for grades 5-7. Students are using BrainPOP to watch a video about blogs, create a mind map, write a mock blog post for a classroom blog wall and then create their own blog. This collaborative learning (P) lesson uses an interactive website (T) to teach students how to create and maintain a personal blog (C).
 * A Blog Adventure**

A Blog Adventure Google Site
This lesson could be included in a unit on coding or game design for grades 4-8. For this lesson, students will use the Scratch programming language, part of a web-based community that promotes computer science through the use of convenient, drag and drop visual coding. Students will be required to create a basic animation in Scratch, using what they have learned in other introductory lessons. The requirements for the animation are as follows: Multiple sprites (or characters, at least 3), movements (sprites must move in some relevant way), costume changes (for example, to give a character a "walking" effect), sprite interaction (conversation, either in audio or word bubble caption format), and at least two background changes (to represent multiple scenes or stages). The (T) is Scratch, the (P) is project-based learning, and the (C) is coding using a programming language.
 * Scratch Animation**



This lesson plan was created to introduce students about networking on social media. The students used Linkedin as the social media technology. As we move towards a more technology advanced environment and in classrooms it becomes important to incorporate these platforms in the classroom and get students comfortable about networking and working with those tools.
 * TPACK Instructional Design and Analysis #2 **
 * LinkedIN **



This lesson could be included in a unit on the design process. It the lesson, students will work in teams and use an online CAD program, TinkerCad, to create pieces of a puzzle that will be put together to form a cube. There will be specific criteria that must be followed to create the cube. The objective of the lesson is for students to demonstrate their ability to create a 3D object using a CAD program, with each team member responsible for designing one puzzle piece in TinkerCad. Finally, each student will use a classroom 3D printer to produce a puzzle piece.
 * Puzzle Cube Design & Print**



**Digital Learning in Action** Here are some actual videos from schools who successfully and effectively integrated technology into their content and instruction.

[|Dysart Unified School District] [|Quakertown Community School District] [|Baltimore County Public Schools] [|Saint Paul High School] [|Harrison High School]

Here are online resources to help teach technology.
 * Web 2.0 Tools **

//Note Taking and Mind Mapping// Popplet [|Mind Meister] Drop Box Skitch

//Digital Storytelling// AudioBoo Zooburst [|StoryJumper] VoiceThread

//Photo Fun// BeFunky [|Big Huge Labs] [|Animoto]

//Talking Pictures// Voki [|Blabberize]

//Animation// DomoGoAnimate [|Digital Films] Stop Frame Animator Zimmertwins

//Screencasting// Educreations Jing Screenr Screencastify

//Presentations// Prezi [|Haiku Deck] Moovly Ed Puzzle eduCanon

//Learning Management Systems (LMS)// Edmodo Haiku Learning GoClass Classflow Blendspace Canvas [|Schoology]

//Project Management// [|Basecamp] free to educators (you will have to email them once you signup)

//Creativity// Kerpoof Paper Critters Art Pad Draw Island

//Coding// Scratch Hour of Code

//CAD// TinkerCAD

**Other Resources** Why We Need to Teach Technology in School emphasizes the significance of technology throughout history and today's importance in society and education.
 * Teaching Technology**

[|A Brave New World-Wide-Web] is a video describing how technology has reshaped the educational landscape and impacted the role of educators

[|BrainPOP Technology Videos] Here you will find three technology videos that are offered for free on BrainPOP. The topics are Digital Etiquette, Cameras, and the International Space Station. All three can be integrated into lessons to teach about Technology.

CybraryMan Here you will find educational technology websites and resources for various subject areas.

Web 2.0 Cool Tools for School is a Wiki with various educational technology tools for students of all ages.

[|A Review of Gamification in TPACK] This paper is a review of gamification that is developed through the TPACK model.

[|International Society for Technology in Education (ISTE)] is THE non-profit organization that works with educators and learners to ensure educational technology standards are current and update to date. The ISTE publishes standards for learning and teaching in the digital age.
 * Technology in Education Standards**

[|ISTE Standards - S] are the standards for students to help them prepare to work, live, and contribute in today's digital age.

[|ISTE Standards - T] provides a framework for educators that they need to teach,learn and work in this digital age.

[|ISTE Standards - CSE] are the standards that computer science educators need to successfully teach students in computing.

[|Michigan's Education Technology Standards]are the standards specific to Michigan and align with the ISTE standards and the [|Framework for 21st Century Learning].

**References** Koehler, M., & Mishra, P. (2008). Handbook of technological pedagogical content knowledge (TPCK) for educators. New York and London: Routledge.

 Prensky, M. (2005). //Search vs. research. // Retrieved December 8, 2009, from @http://www.marcprensky.com/writing/Prensky-Search_vs_Research-01.pdf

Nelson, J., Christopher, A., & Mims, Clif. (2009). TPACK and Web 2.0: Transformation of Teaching and Learning. //TechTrends// 53 (5)//.// Sept/Oct 2009