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Technology and Culture

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CULTURE AND TECHNOLOGY Cultu re Techn ology
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Page 1: Technology and Culture

CULTURE AND TECHNOLOGY

•Culture

•Technology

Page 2: Technology and Culture

Pop Culture Timeline1992:Top hits: Whitney Houston's "I Will Always Love You" and Nirvana's "Smells Like Teen Spirit"Highest Grossing Movie: "Aladdin"Fad: Grunge Fashion (thrift store items)1993:Top hits: Meatloaf's "I'd Do Anything For Love (But I Won't Do That)" and UB40's "I Can't Help Falling in Love With You"Highest Grossing Movie: "Jurassic Park"Fad: "Nancy Drew" novels hit record high sales1994:Top hits: Bruce Springsteen's "Streets of Philadelphia" and Bryan Adams, Rod Stewart, and Sting's "All For Love"Highest Grossing Movie: "The Lion King"Fad: The TV show "Friends"

Page 3: Technology and Culture

1995:Top hits: Coolio's "Gangsta's Paradise" and Shaggy's "Boombastic:"Highest Grossing Movie: "Die Hard with a Vengance"Fad: "Windows 95"

1996:Top hits: Spice Girls's "Wannabe" and Fugees's "Killing Me Softly"Highest Grossing Movie: "Independence Day"Fad: Nintendo 64

1997:Top hits: Faith Evans and Puff Daddy's "I'll Be Missing You" and Elton John's "Candle in the Wind '97"Highest Grossing Movie: "Titanic"Fad: Pokemon

Page 4: Technology and Culture

1998:Top hits: Celine Dion's "My Heart Will Go On" and Cher's "Believe"Highest Grossing Movie: "Armageddon"Fad: " Harry Potter and the Sorcerer's Stone"

1999:Top hits: Britney Spears's "Hit Me Baby One More Time" and Lou Bega's "Mambo No. 5"Highest Grossing Movie: "Starwars I: The Phantom Menace"Fad: Boy Bands

2000:Top hits: Madonna's "Music" and Britney Spears's "Oops! ... I Did It Again"Highest Grossing Movie: "Mission: Impossible II"Fad: Hip Hop Fashion

Page 5: Technology and Culture

2001:Top hits: Alicia Keys's "Fallin" and Pink's "Get the Party Started"Highest Grossing Movie: "Harry Potter and the Sorcerer's Stone"Fad: iPods

2002:Top hits: Avril Lavigne's "Complicated" and Nelly's "Hot in Here"Highest Grossing Movie: "The Lord of the Rings: The Two Towers"Fad: Texting

2003:Top hits: Outkast's "Hey Ya!" and The Black Eyed Peas's "Where is the Love?"Highest Grossing Movie: "The Lord of the Rings: Return of the King"Fad: Crunk Music

Page 6: Technology and Culture

2004:Top hits: Usher featuring Lil Jon and Ludacris's "Yeah!" and Maroon 5's "This Love"Highest Grossing Movie: "Shrek 2"Fad: Myspace

2005:Top hits: Kelly Clarkson's "Since U Been Gone" and Gwen Stephani's "Hollaback Girl"Highest Grossing Movie: "Harry Potter and the Goblet of Fire"Fad: Reality Television

2006:Top hits: Corinne Bailey Rae's "Put Your Records on" and Gnarls Barkley's "Crazy"Highest Grossing Movie: "Pirates of the Caribbean: Dead Man's Chest"Fad: "High School Musical"

Page 7: Technology and Culture

2007:Top hits: Plain White T's "Hey There, Delilah" and Mika's " Grace Kelly"Highest Grossing Movie: "Pirates of the Caribbean: At World's End"Fad: Youtube

2008:Top hits: Coldplay's "Viva La Vida" and M.I.A's "Paper Planes"Highest Grossing Movie: "The Dark Night"Fad: Facebook

2009:Top hits: Lady Gaga's "Bad Romance" and The Black Eyed Peas's "I Gotta Feeling"Highest Grossing Movie: "Avatar"Fad: Silly Bandz

Page 8: Technology and Culture

1780 - Early public schools adopt the teacher/manager model with the teacher as the primary manger of instruction and assessment in a single classroom.

1946 - First vacuum tube-based computers developed; universities help in computer development effort;

1951 - Little technology used in schools, primarily TV; first-generation Univac computer delivered to the US census bureau.

Technology Timeline

Page 9: Technology and Culture

1958 - Mainframe host computers are not widely accepted in schools that are still using the single classroom, teacher/manager method of delivering information to students.

1959 - Transistor-based computers in use;

1960 - COBOL business-oriented, high-level programming language created;

Page 10: Technology and Culture

1963 - BASIC, a simple high-level programming language is developed, mostly for use in universities to train programmers; IBM 360 family of computers is developed; most computers still using host methods with punched cards as the primary input device; line printers are still the primary output device;

Page 11: Technology and Culture

1965 - Elementary and Secondary Education Act brings new money into schools for technology. mainframes and minicomputers are put into place in some schools, but most are used for administration or for school counselling;

1967 - High-level programming languages such as Fortran are being taught are in universities. School vocational training programs begin to include computer maintenance;

1968 - Host computers are not widely adopted in schools because they are seen as appropriate for use with the teacher/manager model of learning.

Page 12: Technology and Culture

1970 - Pascal created; mainframes and minicomputers in use in some schools, but very little use in the delivery of instruction.

1971 - Intel's first microprocessor developed; the first microcomputers (PCs) are developed; mainframes and minicomputers are in wide use in business; a few software companies begin to develop mainframe and minicomputer- based instructional programs;

1974 - Apple I computer is sold in kit form.

1975 - Some Apple 1 PCs are donated to schools; some schools have adopted mainframes and minicomputers and refuse to consider PCs;

Page 13: Technology and Culture

1976 - The Apple I computer gains popularity in small business.

1979 - 15 Million PCs estimated to be in use worldwide; PC-based spreadsheets developed, mainframes and minicomputers still in wide use.

1980 - TTI 99 which uses a television screen as the monitor is the world's most popular PC.

Page 14: Technology and Culture

1981 - IBM is the first mainframe manufacturer to develop a PC;

1983 - Sperry Corporation is the second mainframe manufacturer to develop a PC (actually developed by Mitsubishi in Japan); the Apple II computer finds widespread acceptance in education because PCs better fit the teacher /manager model of instructional delivery (PCs can be used to "support" the ongoing teaching in the single classroom).

Page 15: Technology and Culture

1984 - 31 states use 13,000 PCs for career guidance, but there are still relatively few computers in classrooms; the Apple Macintosh computer is developed; computer-based tutorials and learning games are developed by commercial software manufacturers.

1986 - 25 % of high schools use PCs for college and career guidance, K-8 schools buying mostly Apple II and Macintosh computers, high schools buying mostly DOS-based clones.

Page 16: Technology and Culture

1988 - 60 % of all workers in the US use computers, laptops are developed;

1990 - Multimedia PCs are developed; schools are using videodiscs; object-oriented multimedia authoring tools are in wide use; Simulations, educational databases and other types of CAI programs are being delivered on CD-ROM disks, many with animation and sound;

1992 - Schools are using Gopher servers to provide students with on-line information.

Page 17: Technology and Culture

1994 - Digital video, virtual reality, and 3-D systems capture the attention of many; most US classrooms now have at least one PC available for instructional delivery.

1995 - The Internet and the World Wide Web began to catch on as businesses, schools, and individuals create web pages;

1996 - The Internet is widely discussed as businesses begin to provide services and advertising using web pages. New graphics and multimedia tools are developed for the delivery of information and instruction using the Internet; a few schools install web servers and provide faculty with a way to create instructional web pages.

Page 18: Technology and Culture

1997-2007 - The growth of the internet expands far faster than most predicted. It soon becomes the world's largest database of information, graphics, and streaming video making it an invaluable resource for educators. Search engines such as Google and Yahoo constantly develop new ways to find information within the ever-growing number of web pages. Web sites that offer individuals a place to put personal information become popular. Educational software becomes more useful and interesting to students as graphics and video are incorporated.

Page 19: Technology and Culture

Multimedia Learning Software

Page 20: Technology and Culture

Collaborative Learning with Google Documents

With Google's document services, where a single document is hosted on the Google Cloud, both teachers and students can work together editing the same document at the same time. In addition, teachers are empowered to more accurately monitor a student's contribution within their groups.

Multimedia & Learning Styles

Page 21: Technology and Culture

Kinesthetic Learning with Simulators

Examples of kinesthetic learning implemented within a multimedia platform are flight simulators. Flight simulators involve the physical participation of the student to get a real world experience of flying without the consequences associated with failure.

Page 22: Technology and Culture

Incremental Reading with Adobe Flash Games

Incremental reading is a type of learning style reducing the text (subject matter) to be read into smaller units; the result is an increased memory recall and retention of the content. Furthermore, Adobe Flash games are able to present large amounts of text incrementally contingent upon the needs of the reader. For example, an Adobe Flash learning game can be programmed to allow the reader to adjust the amount of content to be presented incrementally at any given time.

Page 23: Technology and Culture

Constructionism with Knowledge Management Software

Constructionism learning theory involves a student assimilating and combining incoming information with what is already known in meaningful ways. It is particular to how the learner processes information. Software is currently available empowering students and learners to accomplish this. For example, knowledge management software empowers students to learn by constructing and connecting new ideas to existing knowledge by manipulating data into visual, chronological, and hierarchical illustrations specific to the end-user's needs.

Page 24: Technology and Culture

Socratic Method with Virtual Classrooms

The Socratic Method is a process designed to facilitate learning by asking questions to students and encouraging a guided debate resulting in knowledge. Virtual classrooms are multimedia platforms in of themselves, empowering the Socratic method to occur despite proximity and encouraging robust interactivity.

Page 25: Technology and Culture

Multimedia English Language Learning SoftwareConsistency

Consistency is crucial when it comes to learning English. A student must review language materials and practice new subjects daily in order to achieve proficiency. It takes dedication and patience. One of the major benefits of multimedia English language learning software is the flexibility that comes with it. Many people do not have enough time to attend English classes. Personal software can be the answer. Lessons and exercises can be completed around a user's schedule. This consistency makes for constant improvement.

Page 26: Technology and Culture

EngagementYou cannot learn English without actively participating as you study. While this is possible to some extent in a classroom, a student does not often get the full attention of an instructor. Multimedia English language learning software are designed to engage the student fully, prompting frequent responses and active thought. Users can read, write, listen and speak all in the same lesson. English language software with instructions in multiple languages also makes it easier for most students to understand how to navigate through the lessons, comprehend what is expected of them and perform exercises.

Page 27: Technology and Culture

Rosetta Stone SoftwareStudents are challenged to learn naturally through a series of complex lessons using visual, audio, vocal and written cues.

Tell Me More SoftwareThere is a record-playback tool that allows you to listen to your own pronunciation and make adjustments.

English Lab SoftwareOne of the best features is the ability to configure the software to provide course instructions and prompts in 21 different languages.

Page 28: Technology and Culture

Multimedia Learning SoftwareAdobeProducts include Adobe Director (multimedia authoring), Dreamweaver (web publishing), PhotoShop (photo editing), and more.

Create Together Create animated games, randomly generated puzzles, interactive simulations, searchable multimedia databases, hyperlinked presentations and more.

Dazzler Software products for producing interactive multimedia presentations, training courses, product catalogues and kiosk systems.

Page 29: Technology and Culture

Flying Popcorn New computer users can create multimedia contents with 3D sound effects, images, geometrical shapes, text and movie files. GraFX Saver Pro Create and distribute your own professional screen savers with over 30 image, video, and audio formats.HyperStudio Classroom multimedia authoring program.Live Stage QuickTime authoring application with the ability to converge more than 200 media types.

Page 30: Technology and Culture

Media BlenderEasy to use multimedia authoring package.

Mistyk Media All-in-one software for conversion, editing, recording, burning, playback, and more for nearly all audio, video, and graphics formats.MovieWorks The five integrated MovieWorks Deluxe make it easy to incorporate analog or digital video, buttons, photos, graphics, animations, 3D, narration, MIDI, MP3, CD music, text and titling, and even virtual reality movies into stunning, professional-quality multimedia productions.

Page 31: Technology and Culture

Multimedia Builder Multimedia authoring system allows you to create autorun CD menus, multimedia applications on CD-ROM, demos, presentations, MP3 players and much, much more. Navarasa Create your CD-ROM presentations and websites in the same editor! Navarasa web presentations are multi-platform and multi-browser compatible!Performer For creating projects, presentations, posters, animated stories with sound, and more.

Page 32: Technology and Culture

PlayMo Authoring tool that allows the creation of highly interactive rich media content from a wide range of source files such as still images, video clips, audio clips, 3D models, CAD models and more. Podia Suite of multimedia delivery solutions that allow you to present your information over the internet.Slim Show Lets you create professional, interactive multimedia Windows programs without writing any code.

Page 33: Technology and Culture

SuperCard Multimedia authoring environment with support for text-to-speech, speech recognition, QuickTime, filmstrips, graphic import and export, and sound, Visviva Authoring Studio Authoring tool that has completely integrated distinctive elements such as object design,, 3D modeling, image painting, vector drawing.Vitual Cinema An object-oriented authoring, media integration and delivery/playback tool that is designed to work with all forms of streaming media.Wondershare Offers slideshow, presentation, DVD ripping, quiz and online tutorial making software and more.


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