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Technology In The Classroom To Term Paper

Once the student submits his assessment, Molecular Workbench (2010) reports, "SAM activities end by generating a report that includes answers to multiple choice questions, annotated snapshots, and the text of open responses. These reports are emailed to the teacher. Students have a chance to edit reports before they are submitted." Use of this website could produce the next generation of scientists. Technology used directly in the classroom to allow students and teachers to interact with each other includes the Audience Response System. According to Turningtechnologies.com (2010) the function of the system is declared, "TurningPoint audience response system integrates 100% into Microsoft® PowerPoint® and allows audiences and students to participate in presentations or lectures by submitting responses to interactive questions using a ResponseCard ™ keypad or other hand-held/computer devices." Made up of three basic parts the response system includes: polling software, response keypad, and response receiver. Turning Point further states, "Using a TurningPoint audience response system, your PowerPoint presentations become powerful data collection and assessment tools that collect real-time audience responses and dramatically improves productivity and results for your business or educational organization. Author, deliver, assess and report without ever leaving PowerPoint." These systems can be used mobile devices and computers.

Research remains one of the main reasons for the use of the internet. The vast amounts of knowledge contained in the internet opens up a world of information. Libraries are limited in the number of materials needed to research all the topics available. The only down side to this would be teachers would have to set guidelines on what is credible research sites and this will prepare the student for conducting research in college.

Another new technology available to academics is the advent of wireless technology. Schools can utilize computers in the classroom without the wires and students can print without leaving their seats.

Websites created and maintained by the class represent an avenue of learning that will get students involved. Information from research done by the students can be posted. 712 educators (2010) promote the following idea: "Examples of what this...

Students can learn more and will want to learn more when challenged with the possibilities these process bring. Teachers can be more efficient and save time from the opportunities available to them such as online testing. No more paper tests to grade and less paper to keep up with or have to carry home. Computer generated assignments and papers can count down on the time spent trying to interpret poor spelling or penmanship.
Instead of students spending all their time on social sites and games with no educational value, they can use it learning in a way that is fun and promotes the desire to learn. Challenges can be made in ways the student learns from them and wants to learn. Interactive education makes the student part of the process and will encourage them to learn new things and ways. This is the main objective. Educating the next generation.

Bibliography

Audio Response System. (2010). Retrieved on April 16 from http://www.turningtechnologies.com

DIIGO. (2010). Retrieved on April 16 from http://www.diigo.com/learn_more

Klopfer, E.; Osterwell, S.; Groff, J.; and Haas, J. (2009). "The Instructional Power of digital games, social networking, simulations and How Teachers Can Leverage Them."

Retrieved on April 12, 2010 from http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf

Starlogo TNG. (2010). Retrieved on April 12, 2010 from http://education.mit.edu/drupal/starlogo-tng

ThinkQuest. (2010). Retrieved on April 12, 2010 from http://www.thinkquest.org/pls/html/think.help?id=199951

Molecular Workbench. (2010). Retrieved on April 12, 2010 from http://www.proteopedia.org/wiki/index.php/Molecular_Workbench

712 educators.about.com. (2010). "How To Integrate Technology." Retrieved on April 12, 2010

http://712educators.about.com/cs/technology/a/integratetech.htm

Sources used in this document:
Bibliography

Audio Response System. (2010). Retrieved on April 16 from http://www.turningtechnologies.com

DIIGO. (2010). Retrieved on April 16 from http://www.diigo.com/learn_more

Klopfer, E.; Osterwell, S.; Groff, J.; and Haas, J. (2009). "The Instructional Power of digital games, social networking, simulations and How Teachers Can Leverage Them."

Retrieved on April 12, 2010 from http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf
Starlogo TNG. (2010). Retrieved on April 12, 2010 from http://education.mit.edu/drupal/starlogo-tng
ThinkQuest. (2010). Retrieved on April 12, 2010 from http://www.thinkquest.org/pls/html/think.help?id=199951
Molecular Workbench. (2010). Retrieved on April 12, 2010 from http://www.proteopedia.org/wiki/index.php/Molecular_Workbench
http://712educators.about.com/cs/technology/a/integratetech.htm
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