Chapter Reflection
Name: Alissa Lawson Chapter Number: 8
Summary
Chapter 8 talked about diverse software and how it helps you teach and engage your students in active learning, one of the software’s discussed was GIF. Number of categories of programs from productivity software is what is included in software for active learning. This chapter also discussed technology for school with mobile devices. It also talked about the value of apps that have a purpose for teaching and learning. The last part of the chapter helps us to see the challenges and the opportunities in the integration of academic software.
Key Chapter Points
• Academic Database
• Academic Software
• Active learning Software
• Bring your own device (BYOD)
• 3D and animation Software
• Drill-And-Practice Software
• Digital Citizenship
• Problem-solving Software
• Geographic Information Systems (GIS)
• Graphic Interchange Format (GIF)
• Photo-Editing Software
• Computer generated imagery (CGI)
• Small Web Formats (SWF)
• Tutorial Software
• Imaging Software
Major Topics Covered
Topic 1: Application Software for Active Learning
Topic 2: Graphic Software for Active Learning
Topic 3: Imaging Software in the Classroom
Topic 4: References Software
Topic 5: Tutorials
Topic 6: Drill-And-Practice Software
Topic7: Educational Games
Topic 8: Content-Specific Software
Reflection
Chapter 8 was very informative to an educator about software’s used in the classroom. This chapter is very important to me as an future educator because we need to know the different software programs can be used in the class to enhance our students learning. Not only helping the students but it also helps teachers when doing their lesson planning. With the computer software it makes it easier for them to perform these tasks.
Name: Alissa Lawson Chapter Number: 8
Summary
Chapter 8 talked about diverse software and how it helps you teach and engage your students in active learning, one of the software’s discussed was GIF. Number of categories of programs from productivity software is what is included in software for active learning. This chapter also discussed technology for school with mobile devices. It also talked about the value of apps that have a purpose for teaching and learning. The last part of the chapter helps us to see the challenges and the opportunities in the integration of academic software.
Key Chapter Points
• Academic Database
• Academic Software
• Active learning Software
• Bring your own device (BYOD)
• 3D and animation Software
• Drill-And-Practice Software
• Digital Citizenship
• Problem-solving Software
• Geographic Information Systems (GIS)
• Graphic Interchange Format (GIF)
• Photo-Editing Software
• Computer generated imagery (CGI)
• Small Web Formats (SWF)
• Tutorial Software
• Imaging Software
Major Topics Covered
Topic 1: Application Software for Active Learning
Topic 2: Graphic Software for Active Learning
Topic 3: Imaging Software in the Classroom
Topic 4: References Software
Topic 5: Tutorials
Topic 6: Drill-And-Practice Software
Topic7: Educational Games
Topic 8: Content-Specific Software
Reflection
Chapter 8 was very informative to an educator about software’s used in the classroom. This chapter is very important to me as an future educator because we need to know the different software programs can be used in the class to enhance our students learning. Not only helping the students but it also helps teachers when doing their lesson planning. With the computer software it makes it easier for them to perform these tasks.