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Achieving more with less Volume II: Classroom Technology

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Title: Achieving more with less Volume II: Classroom Technology


1
Achieving more with lessVolume II Classroom
Technology
  • Gethin Nichols
  • gnichols_at_rm.com

2
Sustainable ICT
  • Achieve better value by using technology
  • Safe, cost-effective, innovative, reliable ICT
  • Look to the long term
  • Appropriate Cost Effective Support
  • Safe Secure Access
  • More effective communication
  • Personalise the Learning Experience
  • Ensure a fit for purpose classroom

3
True Value for Money
  • Using green ICT to avoid unnecessary costs
  • Visualisers
  • Lesson Resources on VLEs
  • Digital Text Books
  • Choosing the right technology
  • Regularly used ICT gives better value
  • Matching specifications to needs
  • Achieving success with low cost items

4
Software
  • Are you using what youve got?
  • IWB Software Communities
  • Training
  • Curriculum Creative Software
  • Using software with hardware
  • Open Source and The Cloud
  • Free v paid

5
A long-term WCT Strategy
  • What technology suits the individual teaching
    styles?
  • What technology achieves the correct level of
    engagement and enthusiasm from learners?

6
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7
What do you want to achieve?
  • There are many alternatives to the standard
    interactive whiteboard classroom set-up
  • Is there a more appropriate alternative?
  • Whats more important
  • What it is?
  • What it does?

The whiteboard versus....
8
Epson Ultra Short Throw
Interactive
V
  • Advanced Connectivity
  • Networked for remote management
  • Optional Wireless Module
  • Optional Interactivity

9
The Interactive Table Concept
10
RM Vertable
  • Exclusive bespoke design
  • Height Adjustable
  • Group interactivity
  • Portable and designed
  • for education
  • Fraction of the cost
  • of similar products

11
RM ePad
  • RF Wireless Tablet
  • LCD Display
  • No software required
  • Teaching Tool
  • Collaborative Tool

12
Idea Paint
  • Making best use of wall space
  • Any wall becomes a Learning Space
  • Collaborative and Inclusive

13
What else could you achieve?
  • There are many products that provide additional
    ways of teaching

14
Visualisers
  • Its what you do with them that counts
  • Text and students work
  • Practical Demonstrations
  • One-stop video device for the classroom
  • Extending use across the curriculum

15
Samsung UF80 14x Optical Zoom, 20fps, XGA,
auto-focus, DVI
Samsung 850DX 14x Optical Zoom, 20fps, XGA,
auto-focus
AVerVision CP130 8x Digital Zoom, 12fps, XGA
16
Hue HD Webcam
  • Quality web-cam with ideas above its station
  • 10x Digital Zoom
  • Built-in Microphone
  • CMOS 2MP camera
  • Snapshot button

17
How do we organise all this choice?
18
Alternative Technologies
  • What is available that enhances teaching and
    learning?
  • Real Centre-esque
  • TTS and Essentials Products
  • Emerging Technologies

19
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20
Come and see us
  • To find out more about visiting the REAL Centre,
    go to
  • www.rm.com/realcentre

21
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22
Case Study Stockley Academy We chose LEGO
Education to fulfil our vision for the classroom
of the future because they understood the
importance of inclusion, creative thinking and
cross-curricular project work. I am delighted
that we are able to work with such an
organisation, which produces creative, high
quality and sophisticated products for children
of all ages and abilities.Aftab Ahmed,
Director of ICT
23
WeDo
  • The WeDo Construction set enables students
    to build and program simple LEGO models
    that are plugged into a computer.
  • The set contains more than 150 elements,
    including a motor, motion and tilt sensors and
    the LEGO USB Hub.
  • Provides a stepping-stone for teaching the basics
    of robotics

24
WeDo
  • Ideal for introducing technology into curriculum
    areas such as science, technology, maths and
    language lessons
  • Ideal for cross-curricular and project-based
    learning

25
WeDo
  • Primary school pupils ages 7 to 11 build and
    program their own solutions
  • Simple, drag-and-drop software created in
    LabVIEW.
  • A hands-on learning experience that actively
    engages children
  • Creative thinking
  • Teamwork
  • Problem-solving skills

26
LEGO Mindstorms NXT
  • The base set includes
  • Programmable NXT Brick, providing on-brick
    programming and data logging
  • Three interactive servo motors
  • Ultrasonic, sound, light and two touch sensors
  • Rechargeable battery, connecting cables, and
    full-colour building instructions.

27
A LEGO Education Centre is a school based
education hub that provides creative and
innovative learning opportunities for all ages
and abilities, using the LEGO products and other
associated elements.
It enables staff, parents and students to develop
their thinking with hands-on, exciting problems
and share their experiences with the wider
education community.
28
Can we still afford to innovate?
Can we afford not to innovate?
  • Nothing in the real world has changed
  • The challenge of the digital native
  • Creativity enables adaptability
  • Individualisation not massification
  • Competency based learning
  • Less Didactic, More Mentoring

29
Leading Edge Technologies
  • 3D Projection
  • 3D Printing
  • Green Screen Technology
  • Interactive Graffiti
  • Immersion Rooms

30
Conclusion
  • Austerity doesnt need to be at the expense of
    good ICT use in the classroom
  • Innovation is still essential to keep pace, but
    only if sustainable and effective

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