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所在平台: Coursera |
课程主页: https://www.coursera.org/learn/teach-impacts-technology-fundamentals
课程评论:没有评论
课程名称:技术影响教学:基础知识 课程概述:本课程将专注于教授技术影响的基础知识,首先探索您在典型24小时内如何与技术互动并从中受益,比如对即时食品和娱乐的渴望。课程通过一系列配对教学部分,探索您日常生活中“计算机的影响”和“支持该影响的技术和计算概念”,适合K12阶段的学生。该课程是一个更大领域的特别项目的一部分,您将学习计算概念的影响,将其组织成5个不同的数字“世界”,同时学习教学方法,评估课程计划和资源,以便在课堂上使用。课程结束时,您将准备好教导年轻学习者,在他们的数字世界中成为聪明和有效的参与者。 在本数字世界(日常生活)中,您将探索以下影响与技术的配对: 影响(食品配送):提供食品的应用程序、司机,寻找和推荐商家 技术与计算概念:地理定位、推送通知、近场通信、HTML5、GPS、图形表示、最小生成树、最短路径算法 影响(娱乐):娱乐和教育的流媒体,互联网的环境影响,YouTube文化 技术与计算概念:数据中心、下载与流媒体、数字与模拟图像表示、基本压缩算法、互联网指标(延迟、带宽) 在本课程的教学法部分,您将学习最佳实践,以教授计算概念,运用建构主义活动来帮助学生了解计算的影响,并评估和参与“无插件活动”的课程计划。 根据CSTA K-12计算机科学标准,我们将主要涵盖“计算影响”概念内的学习目标,同时包括一些在“网络与互联网”概念和“数据与分析”概念内的目标。我们涵盖的实践包括“培养包容性计算文化”、“识别和定义计算问题”和“关于计算的交流”。 课程大纲: 1. 课程导览:欢迎您!我们将通过问题为基础的方法探讨有趣的网络与互联网、数据与分析、算法和数据表示的教学概念。 2. 技术:给我送点食物!:您如何在24小时内与技术互动并从中受益?我们将追踪您的技术使用,反思其成本和收益。 3. 我想要我的娱乐... 现在!:流媒体媒体对消费者选择和数字内容生产者的影响,探讨可能的局限性和进展。 4. 计算影响与教学法:探讨过去对生活的影响及未来技术发展的思考,关注建构主义学习理论。 5. 课程计划:评估一个“计算机无插件”课程计划,如何将现实世界交通表示为图,参与改进课程计划的词汇和评估项目。 通过本课程的学习,您将能够帮助学生更好地理解技术对日常生活的影响,并为未来的数字世界做好准备。
Name:Course Orientation
Description:Welcome! Are you interested in teaching about the impacts of the technology you use everyday? To learn more about the computation and computing concepts that underlie those technologies? We'll be using a problem-based approach to explore interesting ways to teach concepts of networks and the internet, data and analysis, and even algorithms and data representation. Finally, we'll evaluate, critique and improve/personalize an "unplugged activity" where students learn how to create the minimal network needed to provide connectivity amongst a set of houses. This activity can be scaled for use in grade levels from 4th grade to 12th grade.
Name:Technology: Bring Me Some Food!
Description:How do you interact with and benefit from technology in a 24 hour period? We'll ask you to track your technology use and reflect on its costs and benefits to you. We'll also start by looking at a problem many people might have in a given 24 hour period -- being hungry and wanting someone to bring them some food! We'll explore several smartphone apps related to this including doordash, yelp, and lyft.
Name:I want my entertainment... NOW!
Description:Streaming media has had huge impacts not only on consumer choice, but on who is enabled to produce digital media -- be it entertainment or education. Then we'll look at some of the limitations and possible new advances in this area.
Name:Impacts of Computing and Pedagogy
Description:This week our work falls into 2 categories. The impacts computing has had on our lives so far may not be the entire story. The CSTA K-12 standards focus a lot on having students not only look at the past, but consider impacts of future advances. Second, we reflect on core constructivist learning theory -- but with a specific focus on teaching computing concepts.
Name:Lesson Plans
Description:We'll evaluate a "CS Unplugged" lesson plan that supports students in learning how to represent real world map/travel representations in a graph. This lesson plan extends upon the "Paving a Muddy City" online simulator you used earlier in the course. We'll walk through a revised lesson plan and ask you to help improve it by added vocabulary and assessment items. You'll be able to contribute to and access a crowdsources set of resources created by other learners in this class!
In this course you’ll focus on the fundamentals of teaching the impacts of technology, starting by exploring how you interact with and benefit from technology in a typical 24 hour period, such as the desire for instant food and entertainment. This will be done through a series of paired teaching sections, exploring a specific “Impact of Computing” in your typical day and the “Technologies and Computing Concepts” that enable that impact, all at a K12-appropriate level. This course is part of a larger Specialization through which you’ll learn impacts of computing concepts you need to know, organized into 5 distinct digital "worlds”, as well as learn pedagogical techniques and evaluate lesson plans and resources to utilize in your classroom. By the end, you’ll be prepared to teach pre-college learners to be both savvy and effective participants in their digital world. In this particular digital world (daily life), you’ll explore the following Impacts & Technology pairs -- Impacts (Food Delivery): Apps that bring you food, drivers, and find and recommend businesses Technologies and Computing Concepts: Geolocation, Push Notifications, Near Field Communications, HMTL5, GPS, Graph representations, Minimal Spanning Trees, Shortest Path Algorithms Impacts (Entertainment): Streaming for entertainment and education, Environmental impact of Internet, YouTube culture Technologies and Computing Concepts: Data Centers, Downloading vs Streaming, Digital vs. Analog image representation, basic compression algorithms, Internet metrics (latency, bandwidth) In the pedagogy section for this course, in which best practices for teaching computing concepts are explored, you’ll learn to employ constructivist activities useful in teaching impacts of computing and to evaluate and contribute to an unplugged lesson plan. In terms of CSTA K-12 computer science standards, we’ll primarily cover learning objectives within the “impacts of computing” concept, while also including some within the “networks and the Internet” concepts and the “data and analysis” concept. Practices we cover include “fostering and inclusive computing culture”, “recognizing and defining computational problems”, and “communicating about computing”.