3. Did you Know? By age 21, the average person will have spent…. 10,000 hours video games 20,000 emails 20,000 hours TV 10,000 hours on a cell phone Under 5,000 hours reading Prensky, M. (2003). Digital game based learning: Exploring the digital generation. Washington, DC: Education Technology, U.S. Department of Education.
4. Technology is Everywhere MySpace, Facebook Camera Phones Texting and Instant messaging Handheld Games Smart Phones GPS devices You Tube Blogs Video Games Skype
5. Technology Available for the Classroom Computers Internet Smartboards (ActivBoards) ActivVotes Networks Projectors Document Cameras
7. Benefits of Incorporating Technology Technology is a fun learning tool. Technology enhances student interest by getting them engaged. Increases academic resources available to students. Teaches students in an environment they are familiar with.
8. Benefits of Incorporating Technology Students are learning while doing something they enjoy doing. Takes students to places that they would never have a chance to go to otherwise. Students need the tools to succeed in the digital era.
10. Recommendations when incorporating Technology Get to know your students Balance technology with traditional resources. Use technology effectively, don’t just let them sit in front of the computer. Engage students in different learning experiences. It is about getting the students to interact and involved.
11. References Prensky, M. (2003). Digital game based learning: Exploring the digital generation. Washington, DC: Education Technology, U.S. Department of Education.