Zusammenfassung der Ressource
Education
- What are you using at the moment?
- Current
Technology
- Unfinished or poorly implemented plan has lead to technology
that isn't used or adopted by teachers.
- Mobile devices
- Leverage the power of mobile devices to go beyond
content consumption and enable learner co-creation
- UST Projectors
- Optical Engine flare
- Likely need to replace your projector after 3-5 years
- Lamp/bulb replacement
- Replacement cost and class impact
- Projectors use nearly 50% more energy than IFPs
- Interactive Displays
- Large interactive displays are vital for the classroom ecosystetm.
- Maximise class time
- Lifespan 6x longer than projectors
- Greener option using less energy
- Apple TV
- Mirroring- display content from device onto front of room display.
- JED Controllers
- Learning
- STE(A)M
- Robotics
- Collaborative Learning
- Visible Learning
- Know thy impact: teachers evaluating the effect they have
on students and adjusting teaching methods accordingly.
- Self-reported grades - one of the top Visible Learning strategies. The expectations
that students set for their work. We need to raise these expectations and give the
kids the support, confidence, and skills to be successful.
- Pedagogy - the art of teaching
- Child-led/Personalised Learning - the educator responds entirely to the child’s interests and activities.
- Enquiry based learning
- Activity based learning
- Structured Approach - a highly adult-directed curriculum and largely instructional pedagogical techniques,
providing for little initiative on behalf of the child.
- Open Framework Approach - the educator has a broad framework for learning, and the ability to use
endless pedagogical techniques and strategies.
- Blended learning - students attend class and also watch lectures and complete activities online.
- Flipped Classroom - Short video lectures are viewed by students at home before the class session,
while in-class time is devoted to exercises, projects, or discussions.
- Explicit teaching - talking explicitly about methodology
- Metacognition - thinking about thinking
- Makerspace
- Makerspaces are physical spaces within the classroom where students can apply
what they’ve learned during instructional time in order to create something tangible.
- Health Check
- When would be a good time for me to
visit the school so I can conduct a
health check on your hardware?
- It could be a issue with an easy fix.
- What are you hoping to achieve?
- New
Technology
- SMART Boards - more than just an interactive display
- Case for Interactive Displays
- Interactive, front-of-room displays outperform projectors.
- Increased retention and learning outcomes
- The right technology can measurably improve learning outcomes.
- Effective group and whole class pedagogy and student driven learning.
- The impact of the technology
depends on how the teachers uses it
and it's important that it's being used
to promote student-teacher
interaction and encourages active
learning and collaboration.
- 97% of education professionals believe that students learn best with hand-on activities, by doing it themselves rather than being told.
- SMART Technologies
- World leader in simple and
intuitive classroom technology
- The right technology, used the right
way, inspires students to discover,
devevlop and share their greatness.
- Technology is not the answer,
it's the enabler to help
students learn and teachers
to achieve better outcomes.
- Classroom Audio to improve engagement and reduce teacher's vocal strain
- HDMI - not VGA
- Adapt new projector to the existing screen requires throw calculation.
- Digital Signage
- Software
- SMART Learning Suite
- Lesson Delivery
- Notebook
- Assessment
- Response - create quick, formative assessments that can be answered on
any device, to see how well students understood the lesson.
- Student Collaboration
- Amp - a collaborative online workspace where students can share
and work on lesson content. Great for student-centered pedagogy.
- This cloud software uses Google Apps for Education to take
student-led learning into an infinite collaborative workspace.
- Game-based learning
- LAB
- Evidence shows that software is the most
important factor when trying to achieve success
- 70% of teachers achieve success when
using collaborative software frequently.
- Do you have an implementation timeline?
- What's your school's strategy for the future?
- Objections
- Too Expensive
- Risk making suboptimal decisions and end up with
devices that are not well integrated.
- What's too expensive?
- What system are you currently running? Does it suit your teaching practice? What cost do you put on
downtime for projector lamp replacement and recalibration? What cost do you put on cleaning the
filters?
- If we are able to accomplish your goals, and you agree that everything makes sense, are there any
reasons that would stop you from moving forward?
- Apple TV
- Does Apple TV allow you to send content to student devices?
- Competitor board
- Not going down interactive path
- What technology are you using? Are your teachers just showing content?
- Thanks for letting me know!
- 5 Year Commitment
- Training
- Why invest so much money in hardware and software,
and not know how to use it to it's full potential?
- Support
- Software
- Hardware
- Don't worry about school technology for 5 years. Rollout can be staged and the cost spread over a period
of time. All products are under warranty until it's time to renew. Also allows for better budgeting.
- Low Quality
- Death by PowerPoint
- Ineffective
- Low learning outcomes
- OK Bye
- SMART Start
- Get up to three SMART Boards at the
SMART Start discounted price.
- SMART Refresh
- The SMART Refresh program offers
savings on any of our SMART
interactive displays, when you trade in
your existing classroom technology.
- We can put the cabling in during the construction
process. it's easier to do it then than when it's complete.