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Technology
jump to 1st, 2nd, 3rd, 4-5th, Middle
School
Kindergarten
The technology program strives to make our students creators of new
ideas and knowledge rather than
just consumers of information. During classes, the students are introduced
to basic operations and procedures
while discovering productivity, communication and presentation tools.
Technology is an active projectoriented
process.
Skills that are introduced and developed in kindergarten
encourage the students to:
BASIC OPERATIONS AND CONCEPTS
•
Produce a document that is appropriate for a project by using basic key
and mouse functions.
PRODUCTIVITY TOOLS
•
Create, edit and revise a story in a word processing/digital publishing
environment.
DATABASE, SPREADSHEET, GRAPHICS, AND MULTIMEDIA AND PRESENTATION
•
Create a product with graphics and text.
PROGRAMMING
•
Begin to understand features and characteristics of programming.
COMMUNICATION TOOLS
•
Work with a team to find information and share the finished document
with an audience.
ETHICAL AND RESPONSIBLE USE
•
Demonstrate the proper etiquette in the use of computers and other technologies.
First Grade
The technology program strives to make our students creators of new
ideas and knowledge rather than just consumers
of information. During classes, the students are introduced to basic
operations and procedures while discovering
productivity, communication and presentation tools. Technology is an
active project-oriented process.
Skills that are introduced and developed in first grade encourage the
students to:
BASIC OPERATIONS AND CONCEPTS
•
Produce a document that is appropriate for a project by using basic key
and mouse functions.
PRODUCTIVITY TOOLS
•
Create, edit and revise a story in word processing/digital publishing
environment.
DATABASE, SPREADSHEET, GRAPHICS, AND MULTIMEDIA AND PRESENTATION
•
Create a product with graphics and text.
PROGRAMMING
•
Begin to understand features and characteristics of programming.
COMMUNICATION TOOLS
•
Work with a team to find information and share finished document with
an audience.
ETHICAL AND RESPONSIBLE USE
•
Demonstrate the proper etiquette in the use of computers and other technologies.
Second Grade
The technology program aims to develop creative, knowledgeable, and
responsible computer users. Students learn to use network systems and
a variety of hardware devices and software applications while engaging
in projects that are often related to units of study in their other classes.
Activities are open-ended to allow each student to work at an appropriate
level and pace and to develop divergent and critical thinking skills
in relation to technology. Emphasis is placed on developing personal
problem solving strategies and capitalizing on spontaneous discoveries
in a digital environment.
Skills that are introduced and developed in second grade encourage the
students to:
BASIC OPERATIONS AND CONCEPTS
•
Select and use appropriate technology tools for tasks.
•
Begin to apply strategies for identifying and solving routine hardware
and software problems.
•
Use basic operating system functions and network functions including
logging on to the network, launching
an application, saving files, and printing.
PRODUCTIVITY TOOLS
•
Demonstrate proper word processing techniques including text entry, saving,
printing, and retrieving text.
•
Use technology tools for individual and collaborative writing.
DATABASE, SPREADSHEET, GRAPHICS AND MULTIMEDIA AND PRESENTATION
•
Create a product with graphics and text related to a topic being studied
•
Use graphical organizing tools to organize and manipulate information
and ideas.
•
Organize information through sorting and matching and draw conclusions
based on patterns.
•
Create a presentation to communicate information to an audience.
PROGRAMMING
•
Sequence an animation.
•
Create, revise, and present a two dimensional model.
•
Create a simple program using a robotics tool.
COMMUNICATION TOOLS
•
Begin to distinguish fact, opinion, bias, and point of view when using
electronic information.
•
Use and organize a classroom network portfolio.
ETHICAL AND RESPONSIBLE USE
•
Demonstrate responsible use of technology systems and equipment.
•
Demonstrate respect for the work and privacy of others.
Third Grade
The technology program aims to develop creative, knowledgeable, and
responsible computer users. Students learn to use network systems and
a variety of hardware devices and software applications while engaging
in projects that are often related to units of study in their other classes.
Activities are open-ended to allow each student to work at an appropriate
level and pace and to develop divergent and critical thinking skills
in relation to technology. Emphasis is placed on developing personal
problem solving strategies and capitalizing on spontaneous discoveries
in a digital environment.
Skills that are introduced and developed in third grade encourage the
students to:
BASIC OPERATIONS AND CONCEPTS
•
Apply strategies for identifying and solving routine hardware and software
problems that occur during
everyday use.
•
Select and use appropriate technology tools throughout project.
•
Consistently use basic operating system functions and network functions
including logging on to the
network, launching an application, saving files, printing.
•
Demonstrate appropriate keyboard familiarity, including operation keys
necessary during projects.
PRODUCTIVITY TOOLS
•
Use technology tools for individual and collaborative writing, communication,
and publishing.
•
Enhance documents with graphics, including original work, using paint,
chart, and draw programs.
DATABASE, SPREADSHEET, GRAPHICS AND MULTIMEDIA AND PRESENTATION
•
Use appropriate tools for gathering, entering, interpreting and presenting
data and ideas.
•
Demonstrate understanding of the features and characteristics of programming
and modeling tools.
•
Demonstrate understanding of the features and characteristics of graphics
and multimedia tools.
•
Create a presentation to communicate information to an audience including
linear and interactive presentations.
PROGRAMMING
•
Sequence a series animation and presentation.
•
Create, revise and present a three-dimensional model.
•
Create a complex program using a robotics unit and graphical programming
interface.
COMMUNICATION TOOLS
•
Begin to distinguish fact, opinion, bias, and point of view when using
electronic information.
•
Use and organize a classroom network portfolio.
ETHICAL AND RESPONSIBLE USE
•
Demonstrate responsible and ethical use of technology equipment, systems,
and information.
•
Begin to understand copyright law and ownership of information.
•
Demonstrate respect for the work and privacy of others.
back to K-3 Curriculum
Grades 4 and 5
The active, project-oriented technology program at SCDS strives to develop “students
as creators” rather than “students
as consumers” of information. Computers used creatively are valuable
tools for discovery, research, and exploration.
By using computers as tools in both application software and programming
activities, students gain increasing
autonomy and self-direction that fuels their intellect, creative power,
and sense of control over their environment.
Skills that are introduced and developed in fourth and fifth grade
encourage the students to:
STUDENT AS CREATOR
•
Use intermediate-level word processing features and graphic layout features
to organize and communicate ideas effectively.
•
Use HyperStudio to create a multimedia project.
•
Plan, design, and implement a website as part of a personal portfolio.
•
Develop and apply keyboarding skills; refine keyboarding to achieve a
rate of at least 30 words per minute.
•
Become familiar with PhotoShop and PageMaker.
STUDENT AS TECHNICIAN AND TOOL USER
•
Operate and use a variety of technological equipment such as camcorders,
scanners, digital cameras, and CD burners.
•
Save, transfer, and organize files on the network server.
•
Format and attach documents for effective communication across computer
platforms.
•
Operate, manage, and set preferences on both laptops and desktop machines.
•
Diagnose simple computer software and hardware problems and determine
an appropriate course of action.
STUDENT AS SEEKER, INTERPRETER, AND EVALUATOR
•
Learn and apply search strategies for multiple online and electronic
databases.
•
Understand the function of a spreadsheet and use spreadsheet software
to input and manipulate data to solve a problem.
•
Locate and use online content resources and evaluate the validity of
information posted on the web.
STUDENT AS PROGRAMMER AND ENGINEER
•
Learn and apply Data programming code and the use of sensors to control
the action of student-constructed robotic models.
•
Use Microworlds Programming to explore geometric concepts and digital
music and to execute a sequence of commands.
•
Apply understanding of variables, recursion, music, procedural thinking,
graphic processing, and programming
logic to produce an interactive theme game.
•
Apply the tools of a 3-D modeling program.
•
Learn to visually articulate two-dimensional designs for a dream room
into a three-dimensional virtual walk-through model.
STUDENT AS ETHICAL AND CONTRIBUTING COMMUNITY MEMBER
•
Apply techniques for verifying the validity of information.
•
Understand copyright laws as they relate to web publishing, multimedia,
and written permissions.
•
Demonstrate positive social and ethical behaviors when accessing and
using technology systems, information, and software.
back to 4-5 Curriculum
Grades 6, 7, and 8
Our experience has shown that computers used creatively are valuable
tools for discovery, research, and exploration. We
cultivate creators of new ideas and knowledge, rather than just consumers
of information. In an active project-oriented
process, students gain a sense of autonomy and self-direction that feeds
their intellect, creativity, and sense of control over
their environment. Students do not learn applications in isolation. Instead,
technical skills are woven into projects that
require increasing levels of intellectual sophistication.
Skills that are developed in Middle School encourage the students to:
STUDENT AS CREATOR
•
Use the advanced editing features of a word processing program to input,
edit, store, and output text materials in a
desired format.
•
Use Final Cut Pro software to document a project with a digital camcorder,
download multiple clips to a
computer workstation, and independently produce a portfolio piece and
press it to CD or DVD, or prepare it for web
streaming.
•
Learn and apply the advanced features of a web publishing program.
•
Use Flash, Photoshop, and video clips to add multimedia effects to a
web site.
•
Learn intermediate HTML and style sheets and create a web page of some
complexity.
•
Enhance an informative speech through the creative use of PowerPoint.
•
Operate advanced features of a video camera and supporting audio/video
production equipment.
•
Use knowledge of Flash to produce an intuitive user interface.
•
Learn and apply the advanced tools of PageMaker to create a document
with a master page.
•
Explore the advanced tools of Photoshop.
•
Create engaging visual, auditory and informational compositions that
target a specific audience.
STUDENT AS TECHNICIAN AND TOOL USER
•
Learn to use and operate a digital camera and advanced camcorder and
scanner features.
•
Continue to use the school’s email system to write, save, delete,
and organize communication.
•
Continue to learn to save, transfer, and organize files on the network
server and share files effectively within a team.
•
Diagnose more difficult computer software and hardware problems and determine
an appropriate course of action.
STUDENT AS SEEKER, INTERPRETER, AND EVALUATOR
•
Use database software to record, analyze, and predict outcomes from data.
•
Apply understanding of databases to create a complex layout that addresses
a specific community need or problem.
•
Use spreadsheet software to input and manipulate data in order to solve
a problem.
•
Use the charting, graphing, and labeling features of Excel.
•
Use a rubric to evaluate the validity of information posted on the Web.
•
Smoothly integrate the use of various media authoring tools.
STUDENT AS PROGRAMMER AND ENGINEER
•
Design, program, and build an advanced robotic model.
•
Use Microworlds and Flash to advance understanding of variables, list
processing, queries, text manipulation, algorithms,
and programming logic to produce an interactive game.
•
Design and render three dimensional animated worlds.
STUDENT AS ETHICAL AND CONTRIBUTING COMMUNITY MEMBER
•
Practice the responsible use of technology systems, information, and
software.
•
Identify needs in the community and create projects addressing real issues.
back to Middle School Curriculum
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