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Technology Use in Physical Education

International Society for Technology in Education (iste): National Education Technology Standards
1. Creativity and Innovation: Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. a. Apply existing knowledge to generate new ideas, products, or processes b. Create original works as a means of personal or group expression c. Use models and simulations to explore complex systems and issues d. Identify trends and forecast possibilities 2. Communication and Collaboration: Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. a. Interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media b. Communicate information and ideas effectively to multiple audiences using a variety of media and formats c. Develop cultural understanding and global awareness by engaging with learners of other cultures d. Contribute to project teams to produce original works or solve problems 3. Research and Information Fluency: Students apply digital tools to gather, evaluate, and use information. a. Plan strategies to guide inquiry b. Locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media c. Evaluate and select information sources and digital tools based on the appropriateness to specific tasks d. Process data and report results 4. Critical Thinking, Problem Solving, and Decision Making: Students use critical thinking
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skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. a. Identify and define authentic problems and significant questions for investigation b. Plan and manage activities to develop a solution or complete a project c. Collect and analyze data to identify solutions and/or make informed decisions d. Use multiple processes and diverse perspectives to explore alternative solutions

5. Digital Citizenship: Students understand human, cultural, and societal issues related to technology and practice legal and ethical behavior. a. Advocate and practice safe, legal, and responsible use of information and technology b. Exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity c. Demonstrate personal responsibility for lifelong learning d. Exhibit leadership for digital citizenship 6. Technology Operations and Concepts: Students demonstrate a sound understanding of technology concepts, systems, and operations. a. Understand and use technology systems b. Select and use applications effectively and productively c. Troubleshoot systems and applications d. Transfer current knowledge to learning of new technologies

Enhance teacher effectiveness through the use of technology:


A. Administration Attendance computerized attendance systems (i.e. PE Manager) Padlock distribution database programs (i.e. Access by Microsoft) stores information on students such as locker and padlock information

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Equipment database to inventory equipment (items, amount, condition, date of purchase) Grading computerize grading system. Some systems allow parents access grades anytime using Internet. PE Manager doesnt allow parents access, however, it does allow teacher to easily send a student report to a parent by e-mail

B. Instruction Presentation of information Some examples include PowerPoint, Prezi, instructional videos, CDs and DVDs. Video (Ipad, Flip camera, etc.) used to demonstrate the correct performance of skill, drill, or game. Software available to assist in presenting related concepts such as biomechanics, motor learning, and anatomy. Software and Internet sites available to create games and other materials to enhance instruction Effective instruction Videotaping a lesson for evaluation purposes. Heart rate monitors and pedometers. Pocket PC or laptop computers used by class observer to code behaviors of the teacher or students for later review to determine effectiveness in student learning. Motivation Heart rate monitors, pedometers, Xergames (interactive fitness games, Dance, Dance Revolution, Sportwall), Wii Fit, are just a few effective motivational technology tools. Planning Word-processing programs help with preparing lesson plans, writing tests, unit plans (templates). Assessment Pocket PC, PE Manager, TriFit software allow teachers to record assessments during class and transfer to computer and grading system. Other software allows teachers to collect fitness data, evaluate food intake, measure fitness levels, creating electronic portfolios using video clips of students performance, analyze skills and performance using Dartfish.

C. Communication Technology enhances a teachers ability to communicate with others quickly through e-mail, PE department Web sites with calendar,

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newsletters, contact information, policies, rules and regulations, units, advocacy.

Web Sites about Technology Tools:


www.allprofsoftware.com includes tournament-building software and statistics software for a variety of sports www.dartfish.com provides information on Dartfish, an analysis software used to evaluate individual sport performances or team performances www.dynapules.com details a computerized blood pressure system www.fitnessgram.net provides information for FitnessGram / ActivityGram www.ChooseMyPlate.gov introduces the U.S. Governments MyPlate and provides the ability to individualize the plate and a nutrition worksheet www.pecentral.com is the site for physical education lesson planning ideas and other valuable information www.pelinks4u.org contains physical education information as well as information on subscribing to NASPE-Forum, a discussion board for physical education topics and issues www.polarusa.com offers heart rate monitors, TriFit syste, and PE Manager software and hardware to support each system www.puzzlemaker.com enables the creation of word puzzles

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