1Issues in Education and TechnologyCulturalEducationalLegal/EthicalSocietalM. D. RoblyerIntegrating Educational Technology into Teaching, 4/ECopyright ©2006 by Pearson Education, Inc.Upper Saddle River, New Jersey 07458All rights reserved.1.13Societal Issues• Economic conditions• Anti-technology positions• Impact of No Child Left Behind ActM. D. RoblyerIntegrating Educational Technology into Teaching, 4/ECopyright ©2006 by Pearson Education, Inc.Upper Saddle River, New Jersey 07458All rights reserved.1.14Educational Issues• Standards movement• Reliance on Internet and Distance Education• Debate over directed vs. inquiry based/constructivist instructional methodsM. D. RoblyerIntegrating Educational Technology into Teaching, 4/ECopyright ©2006 by Pearson Education, Inc.Upper Saddle River, New Jersey 07458All rights reserved.1.152Cultural Issues• Digital Divide• Racial and gender equity• Special NeedsM. D. RoblyerIntegrating Educational Technology into Teaching, 4/ECopyright ©2006 by Pearson Education, Inc.Upper Saddle River, New Jersey 07458All rights reserved.1.16Legal and Ethical Issues• Viruses/Hacking• Plagiarism• Privacy/Safety• Copyright and Fair Use• Illegal download/ Software piracy• Freedom of speechM. D. RoblyerIntegrating Educational Technology into Teaching, 4/ECopyright ©2006 by Pearson Education, Inc.Upper Saddle River, New Jersey 07458All rights reserved.1.17What can educators do?District/ School Level• Acceptable Use Policies– Student and parent signatures• Filtering Software• Virus Protection SoftwareClassroom Level• Teach, Explain, Discuss– Internet Safety– Copyright/ Works Cited–Privacy– Information Literacy• Monitor student computer use• Planned student computer use vs. Random use• Be mindful of yourstudents access to technology outside the school.3What is Fair Use?• Guidelines from Consortium of College & University Media Centers– Fair Use Guidelines– Purpose of your use•Educational, satirical …– Nature of copyrighted work•Biography, fiction, song– Amount used•No more than 30 seconds of a song• No more than 3 minutes of a movie•No more than 5 illustrations– Effect of use on potential marketLights, camera, action
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