SHCPS Class Web Pages

Michael Belanger                                                                                                        SHCPS

Impact of Technology in Education                                                                           2008

                 

GameGoo K-2

Overview:

This project was created to integrate Reading and Technology Standards in compliance with the MA DESE.

Grade K-1

Standards Covered:

1.1       1.3       1.9       2.1       2.3       2.6       2.7       2.8      

Student Learning Outcomes:

Demonstrate beginning steps in using available hardware and applications (e.g., turn on a   computer, launch a program, use a pointing device such as a mouse).

Identify, locate, and use letters, numbers, and special keys (e.g., space bar, Shift, Delete) on the keyboard.

Explain that the Internet links computers around the world, allowing people to access information and communicate.

Follow classroom rules for the responsible use of computers, peripheral devices, and resources.

Explain why there are rules for using technology at home and at school. 

Follow the school rules for safe and ethical Internet use. (Use of Internet in this grade span is determined by district policy.)

Demonstrate knowledge of ergonomics and electrical safety when using computers.

Explain that a password helps protect the privacy of information. 

Length:

This project will take approximately 6 classes to finish.

Materials:

  • Teacher laptop with projector/Interactive Whiteboard
  • Laptops
  • Internet Access

    Teacher Background/Resources:

    The teacher will need to know how to operate a Laptop, IWB, and the GameGoo program

    Required Student Knowledge:

    Proper access to the students account, and basic computer skills

    Assessment:

    Students will work toward reaching goals of 100% accuracy of Reading comprehension using GameGoo.

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