Where the Digital Heart is: Bringing the Human Face to Technology
For thirty years, students have labored to bring moving images and human faces into their projects. The brain responds best to the terabits of information in a shifting human face and the infinitely nuanced levels of the human voice. Now, with the advent of desktop digital video, most students have access to this transformative tool. Follow with a veteran the thirty year path of projects from film to Internet 2 with early classroom examples and state of the art work from today's K-12 schools. What the early practitioners suspected (and presidents and $43 billion in advertising already knew) is proving true: moving pictures are the heart of technology. Learn what this technology should mean for your class, school, and district today and what a commitment to some simple truths can mean to education tomorrow.
Filtering Futurists: A Brief History of What Makes It Into the Future
What technologies can do is only one element in the K-16 environment. Examine the history and necessities of what it takes for technologies to succeed in the educational environment and society at large. Schools may sometimes be seduced into technologies that have no effect on learning. It is not so easy to match technology with the humans that must use it. Teachers may build with it, ignore it, or wait for it to go away. Clues for integration exist, but not always in the places educators are directed to look. Take a wry look at the factors that are important and learn to make educated guesses based on the criteria to be shared.
Magnificent Media from Motivated Minds: Winners from the 36th Media & Multimedia Festival
The California Student Media & Multimedia Festival, the nation's oldest, has found again and again that projects of worth tap deeply into student passions. Their inner loves, fears, attitudes and enthusiasms yield projects that motivate the mastery of technology tools. By matching media assignments with curriculum goals, teachers encourage projects that produce proficiency and knowledge. Watch examples culled from the work of 7,000 students from kindergarten through high school that use humor, imagination, and expertise. Making media and multimedia makes kids want to learn.
Back to the Future: Preparing
Students for the Eighteenth Century
It is a pattern in our culture that periods of extreme economic, technological, and social change are invariably followed by a tremendous resurgence in self-examination and a reassertion of basic truths. Students will find themselves in a time of information, expression, and rigorous reassessment of authority. In other words, the eighteenth century. What is new this time around is a trained teacher force and technologies that (ironically) allow a return to communication arts that were nearly lost. The sciences revealed much about who we are and we can use that knowledge to craft educational strategies with technology. We'll need them. Be warned! The next Enlightenment has already begun.
The Return of the Five-Million Baud Modem
No technology has proven more measurably effective for raising student achievement than television. Most technologies don't even come close. Full motion video and sound is the delivery system for instruction that matches the human brain, western culture, and student inclinations. It meets all defined criteria for successful technology integration. Why, then, is it rarely on school districts' A-list for allocations? Why the gap between potential and reality in the instructional television business? The answers, combined with instructional strategies, existing technologies, and copyright law surprisingly indicate that the golden age for instructional media is not past but future and that media may finally meet its potential for education.
The Future Isn't What It Used To Be-- Good Thing for Classrooms
Technologists assert the astounding rate of hardware improvement will continue for another 10 years. Cultural anthropologists tell us the workplace is irresistibly evolving away from traditional models. Fortunately for teachers, the intersection of these trends opens the way for comfortable integration of technology into learning. With the alarming gap between the rich and the poor more or less equaling the gap between the learned and the untrained, the role of the educator has never been more important. A dynamic look at the data, the details, and the models.
The Return of the 5 million Baud Modem and What it Means to the Cosmos and Learning.
For decades, schools, teachers, and learners have experimented with technology to support learning. Education has followed many early adopters down trails that went cold. Have educators mistaken what can be for what will be, wasting energy and resources along the way? What key factors have we missed? Why doesn't the most effective technology always triumph? Nothing makes this clearer than the mysterious 5 million baud modem lying hidden, underused, in virtually every school. Learn about this and more in a scholarly but typically funny, look at what works and why in this flying tour of ourselves and our mission---plus something fantastic that you can actually use next Monday.
Why the American Dream is Failing and Only Teachers Can Save It
A cornerstone of the American Dream is the hope that American children will do better than their parents: a better job, a better lifestyle, a better world. But technology and trade have reshaped American economic reality with terrible speed. In the '90s, the "decade of downsizing", more than 20% of the working American economic strata has actually been losing income. More and more people are doing worse and worse and the gap between the top and the bottom has widened alarmingly. Students risk graduating into a society of technological apartheid. By building "gold collar" skills into the curriculum, teachers get the American Dream back on track. Guidelines on how the teacher's traditional role can be extended to accomplish this and examples from Kindergarten to high school of how it's being done.
Brain Danger in the Mousepad: Restoring the Original Digital
Very recent studies in the evolution of the brain suggest that the brain and the use of the hand evolved together, making the whole body a problem solving instrument. The intricate complexities of the real world's physical problems (including math) are handicapped by the two-dimensional restrictions of the mousepad. Companies have discovered computer-trained engineers aren't as good at problem-solving as those that worked on their own cars. Religious practices, both old and new, commonly include a physical element. These ancient wisdoms and in new findings provide warnings we should heed as we set up our technology centers. Learn how to work toward full dimensional learning. A recap of the research and a checklist for making sure your own workstations are critical thinking oases, not digital deserts.
Standards Sizzle When Students Use Technology
While state mandates and accountability dominate educational
dialogue, teachers have discovered that
technology can engage students and push their understanding to new heights. Integrating standards and
technology into project-based learning enhances knowledge synthesis while giving students the skills and instincts they will need to be productive members of society. Hall Davidson, nationally known for presenting student work, and Emmy- winning Director of Education Services at Southern California PBS station KOCE-TV will share projects from Kindergarten through college. From primary grade Hollywood moguls to cutting edge high school web work, even non-tech teachers have shown what students can learn when empowered with technology tools.
The New 3 "Rs": Real World, Real Kids, Real Projects
Technology has leveled the playing field between working adults and students. By allowing students access to real tools and real problems, the hypothetical world of "Train X leaving Station Y" becomes the real world. Across the country, students are finding their skills increasingly useful to the real world. PBS station KOCE has used students as instructional designers for programs and produced "real" programs with student-designed computer graphics. Hear how from Kindergarten to high school, teachers can put animation, multimedia, and media tools into student hands for fun and curriculum. Then face the next dilemma of technologically sophisticated students with marketable skills should I bother going to college?
Possible Concurrent Sessions
Also see Workshops, which can be truncated into Concurrent Sessions
The Inner Game of Projects:
The Winning Projects from the California Student Media &
The California Student Media and Multimedia Festival has found again and again that projects of worth begin with material closest to students.Their inner loves and fears, environments, and friends bring out projects that motivate the mastery of technology tools. A high school student wrestles with her racial identity. A middle school special education class with a love for a movie genre reaches very deep to make a monster "movie". An elementary class finds the world around them can stimulate poetry, art, and satire in multimedia. The poignant inner dialogue of a middle school class clown, the redemption of the 10,000 pound kid, the definitive history of horror movies and a museum quality exhibit and you get a sense what you will see in this collection of winning student projects from the annual California Student Media and Multimedia Festival. Come and raise your own inner game standards.
Educators and Copyright: Everything You Know is Wrong
When mixed together, copyright and education seem to produce
misunderstandings, mistaken practices, and fear and trembling
at every level. This is not surprising since misinformation, misunderstanding,
and downright falsehoods come from lawyers, institutions, and
the popular press. Copyright and intellectual property have firm
roots in the U.S. Constitution and educators, and knowledge-based
segments of society have clear and deep safeguards. But in a time
when the Fifth Estate (the press), entangled in large conglomerates
and no longer free, has become part of the problem, where can
you get the straight stuff? Where can you sort through the shades
of grey? This session! Come, feel free, and take home the famous
Copyright Quiz! Get the No FAT (Fear and Trembling) low down on
copyright. From a nationally published author on copyright issues
From The Mouse of Babes : The Winners of the California Student Media & Multimedia Festival Winners and How to Make Them in YOUR Classroom.
Amazing projects from students and teachers. Digital grandmothers, QuickTime VR, swing music, and FDR--in one elementary project! A tour of the astounding award-winners from individual projects to multiple-task class efforts plus organizational tips on how to execute projects in your own classroom. Move backward from finished products to bare beginnings to learn how teachers can integrate meaningful projects into the curriculum, manage time, and still match the standards.
Building a Digital Library for Projects: Free Resources for Leadership, History, and a Wide Range of Multimedia from the Academy of Achievement, Online Digital Library, and other Free and Subscription Sites
Find multimedia clips from Rosa Parks, George Bush, Tom Clancy, John Grishom, R.L Stine and many, many others on the web. Download content from the calculus to the fine arts curricula. Powered by 40 years of experience, the Academy of Achievement website is one of many (free) sites that bring you face to face with the extraordinary individuals who have shaped the 20th century and concepts as fundamental as physics. Find clips from television programs . Sites hold profiles, biographies, and interviews. Learn sites where students can download videos, still, music, speeches, and other tremendous resources to make their projects soar authoritatively above the ordinary. Learn how to pull these resources into student projects.
Getting Ready for the Big Bandwidth Age: Digital Convergence to Try Now
Everyone's turn to be a media mogul is coming. Student teams will turn out projects with digital video, music, and text to match whatever form the big bandwidth in your community will take. They will fill channels that don't exist now. They'll do it with an education-size budgets. And they can begin on Monday. Explore some powerful convergent programs under $30 that bring big impact to content. Convert curriculum based multimedia projects (or school information) to QuickTime for the Web. Watch how nonlinear editing, digital music, and graphics can be used in subject areas to engage students.
Digital Television: What the Future Will Looks Like and What it Will Mean to Classroom and Education
A heads-up at how the coming Digital Television will effect your living room and your classroom. Learn what "digital" actually means in media and how to explain it to your students and staff. Demos of DTV and a self-test on whether or not you're ready.
The Nuts and Bolts of Digital Editing
Off the shelf computers can now do what television stations with $200,000 editing stations did only five years ago. The ability to digitize original video can be as cheap as a HyperStudio demo disc (free) or as powerful as Adobe Premier. Old VHS or new digital video blend into finished programs. A $30 program like QuickTime Pro can work with layered video, squeeze sound and video into matching times in Macs and PCs. Morphs and other visual tweaks blend together with original video to arrest, inform, and engage.
Camcorders and Computers:
Convergence You Can Try at Home!
The trusty camcorder and VCR remain powerful but underused tools for students and teachers to create group-based, research-centered projects in the curriculum in a medium that can be shared with parents and the school at large. With the advent of inexpensive videocards and nonlinear editing programs for computers, camcorder video can appear in multimedia projects, web pages, and more. Camcorders can serve as scanners and audio recorders and VCRs can serve as "printers" for multimedia. Learn how the old and the new technologies are blending together to make technology easier and more fun to integrate into curriculum-based lessons. Get strategies and worksheets for planning and managing student projects. Optional: Bring your own camcorder (new or old) and learn the buttons you've never pushed. Don't forget to bring tape and charge the batteries!
To contact Hall Davidson, e-mail email@example.com or call 323-466-2236. For bookings or further information ask for Gina.
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Bookmark this page for updates in the coming week. Revisions begin Feb. 7, 1999.