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Bringing Technology into the Classroom

This project aims to develop tools and strategies for education faculty and graduate students to incorporate technology into teaching, learning, and research. By using software tools such as Captivate, Camtasia, Movie Maker, and Lecshare, interactive online tools will be created to enhance the classroom experience and accommodate different learning styles.

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Bringing Technology into the Classroom

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  1. Bringing Technology into the Classroom Maud Mundava Curriculum Materials Librarian AUC Robert W. Woodruff Library mmundava@auctr.edu (404) 978 – 2100

  2. Project Objectives • Develop tools to assist education faculty and graduate students to: • Incorporate technology into teaching, learning and research endeavors • Engage students • Facilitate effective learning styles • Enable easy access to information mmundava@auctr.edu

  3. Lessons Learned • Instructional design tips that work: • Analyze – goals and objectives established • Design - instructional strategies and media selection • Develop – materials produced • Implement – training user how to use the product • Evaluate – opportunity for feedback for improvement • Instructional learning goals should drive • Media selection • Media application • Course development process • Use of software tools such as Captivate, Camtasia, Movie Maker, Lecshare to produce interactive tools that enhance learning and teaching • Use of digital storytelling as a powerful tool to meet the different learning styles of students in a classroom mmundava@auctr.edu

  4. Outcomes • Co-developed a Google site in an effort to collaborate & communicate online with Univ. Of George Mason Libraries – Department of Educational Services • Produced interactive tools: Use of Google Document, Blogs, Digital storytelling, lecshare • Used Lynda.com to learn more about other software tools such as captivate, photoshop, movie maker to create effective interactive online tools that enhance teaching and learning in a classroom mmundava@auctr.edu

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