| Standards |
Frames
Use |
| 1. Apply
strategies for identifying and solving routine hardware and
software problems that occur during everyday use. |
Students
troubleshoot power and cable connections to transfer their images
and video from the camera to the computer. |
| 2.
Demonstrate knowledge of current changes in information
technologies and the effect those changes have on the workplace
and society. |
Students
create animation presentations to compare and contrast past and
present technology use. |
| 3.Exhibit
legal and ethical behaviors when using information and technology,
and discuss consequences of misuse. |
Students
create animations based on original ideas. Students use
and cite images from Pics4Learning.com. |
| 4. Use
content-specific tools, software and simulations to support
learning and research. |
Students
create an animation following the completion of a unit
of study to demonstrate their understanding of a topic. |
| 5. Apply
productivity/multimedia tools and peripherals to support personal
productivity, group collaboration, and learning throughout the
curriculum. |
Students
work in teams to create animations, incorporating
multimedia tools and digital images. |
| 6. Design,
develop, publish and present products using technology resources
that demonstrate and communicate curriculum concepts to audiences
inside and outside the classroom. |
Students
create animations based on classroom concepts and share
them online with peers, parents, and community members. |
| 7.
Collaborate with peers, experts, and others using telecommunications
and collaborative tools to investigate curriculum-related
problems, issues, and information, and to develop solutions or
products for audiences inside and outside the classroom. |
Students
research using the Internet, email peers and experts, and work
with the media specialist to develop the script and storyboard for
their animation. They share the animations online with peers,
parents, and community members. |
| 8. Select
and use appropriate tools and technology resources to accomplish a
variety of tasks and solve problems. |
Students
choose to add text, sound, and images to enhance the
effectiveness of their animation project. |
| 9.
Demonstrate an understanding of concepts underlying hardware,
software, and connectivity, and of practical applications to
learning and problem solving. |
Students
troubleshoot camera and network connections as they research a
project and take digital pictures and video. |
| 10.
Research and evaluate the accuracy, relevance, appropriateness,
comprehensiveness, and bias of electronic information sources
concerning real-world problems. |
Students
evaluate online information as they complete project research.
Student search through Pics4Learning for pictures appropriate to
their animation's content. |