Computers are one of many of the latest tools provided
to us through the use of technology. Students are introduced to the
various components and uses of the computer in a way that is entertaining
as well as informative.
"Setting the Stage" - Before starting the program,
ask the students: Do you realize a computer is showing you this lesson?
Do you use a computer at home? Do you know how to use a computer? Do
you or your family members use a computer to play games or create pictures?
"Intro to Tech and Computers"
This lesson begins by asking the students if they are familiar with
computers of any kind. Many students will have some knowledge of computers,
but many will not realize how many ways their lives are touched by computers
every day, such as in stores, televisions, handheld games, and many
other technological tools. Talk about what they think computers actually
do.
"The Seahorse Assignment"
Cartoon characters named Kenny and Jean are given a school assignment
to learn as much as they can about seahorses. They don't know where
or how to begin. Students will be introduced to problem-solving while
Kenny and Jean learn about computers and their use.
Hands-on activity - To get the students thinking about seahorses
and what they might look like, ask the students to use their imagination
to create a drawing of one. Provide paper and crayons or markers. Ask
students where they would go or what they would do to find out what
a seahorse looks like if they don't know. Kenny and Jean decide to visit
the library. Talk about why they would go to a library.
"Research at the Library"
At the library, students are shown how information about thousands of
books is kept in a computer. Talk about why a library would have a computer.
Have the students ever seen a computer at a library?
"At the Bookstore"
As Jean and Kenny continue searching for books about seahorses, they
decide to visit a bookstore. They meet a store clerk who also shows
how information is stored on a computer. The clerk determines that the
last book about seahorses has been sold. What can Jean and Kenny do
now? Talk about where they should go next.
"The Pet Store"
Since Kenny and Jean really don't know what a seahorse looks like, they
decide to visit a pet store. There they are met by another store clerk
who also accesses information on a computer to see if any other stores
might have seahorses. Kenny and Jean do not yet understand how people
can find out information so quickly by using a computer.
"Pet Store Inventory"
Touch-screen game - to find out how many pets are in stock at
the pet store, students choose an icon on the Learning Station. As each
animal icon is chosen, the computer voice tells the students the number
of animals in stock. After each item is chosen, students should realize
there are no seahorses in stock.
"Computer Research"
Still not having any seahorse information, Kenny and Jean return home.
They remember their teacher mentioning finding some information on the
computer. Their father arrives and shows them how to turn on the computer.
Talk about home computers. Do students use them? Do their families?
"CD ROMS"
The children's father shows them how a CD-ROM contains information that
can be accessed by a computer. Talk about how the FasTracKids program
is also being shown with the help of a computer and a CD.
Hands-on activity - provide a CD disk for students to examine.
Talk about how information is stored on the disk for a computer to read.
"The Internet"
To find out more about seahorses, Kenny and Jean are next introduced
to the Internet. Talk about how the computer is connected through phone
lines to access information. A large amount of information is presented,
so the teacher may want to stop and start this part of the lesson to
answer questions. Use the pause button on the pull-down menu if you
would like to pause for additional discussion.
"The Printer"
Now that the children have accessed information on the computer, the
printer is introduced to copy the data. If a printer is available in
your school, teachers might want to take a break to show how the printer
will print a document.
"The Parts of A Computer - part 1"
"Using the Number Pad"
Touch-screen - this segment introduces the students to the parts
of a computer. A student must choose the "ON" button to 'turn on' the
computer on the Learning Station. After introducing the monitor and
computer, the narration will instruct students to touch the keyboard.
Encourage students to listen closely as the 'computer' gives instructions
to add numbers. Numbers can be added as many times as students want,
and to advance the program, use the fast forward button on the program's
toolbar (top of screen).
"The Parts of a Computer - part 2"
Hands-on activity - students next are introduced to the mouse.
For a break in the lesson, students can make their own 'mouse'. Plastic
toy eggs (1/2) and string glued or taped are the easiest to make. Margarine
containers or empty soap boxes also work. Students then can pretend
to move their own computer mouse around to get a 'feel' for it if they
have never used a computer. The printer and speakers are introduced
next. The image of a seahorse is on the 'computer screen' on the Learning
Station.
Hands-on activity - This same image is a preprinted handout (on
your computer disk) to give to the students. The children can then color
the picture that the computer 'printed', if time allows, or it can be
taken home to color.
"The History of Computers"
Students are shown how large computers were at first, how they have
changed dramatically in few short years, and how much information can
be stored in one tiny chip.
"Build Your Own Computer"
Touch-screen and videotaping - this Learning Station activity
reviews the parts of the computer as students must assemble a computer
that has just been purchased. As the students put the computer together,
videotape their performance. This can be done different ways, depending
on the teacher's choice. The student can act the teacher at the Learning
Station and ask the rest of the class to name the parts as shown.
Hands-on activity - the parts of the computer shown on the Learning
Station area also printed on a handout (provided on your disk) for students
to assemble. Use string to connect the mouse to the computer. The teacher
may want to precut some of the parts for the younger students.
"Assembly Line Technology"
Video clip - After assembling the computer on the Learning Station,
students are then presented with the concept of companies manufacturing
thousands of computers every day. This video gives the students a peek
into the world of assembly lines and mass production. Talk about something
the students might have that would be produced this way.
"The Many Ways Computers are Used"
Other ways computers are used is briefly presented, such as store scanners,
timers for sporting events and airport scanners. Talk about different
ways scanners are used in the students' lives, such as grocery stores.
"Air Traffic Controllers"
Touch-screen game - this game on the Learning Station encourages
students to match shapes of airplanes on the air traffic controller's
screen to airplanes waiting to land on the runway. As an icon flashes
on the controller's screen, students must choose the correct airplane
and safely land the airplane onto the runway. Shape recognition, eye-hand
coordination and matching skills are used in this exercise. Remind students
that the air traffic controller and the pilots all use computers in
their jobs.
Before Students Go Home - Review
What are the different parts of the computer named?
How can a computer help us learn about different things?
Why do airplanes use computers?
Why would a bookstore have a computer? A pet store?
Talk about the Internet - what is it?
Supply List for Activities
"Today I Discovered" - parents handout
paper and markers or crayons to draw seahorse picture
supplies to make computer mouse - small soapbox, margarine
container, or plastic egg and string
preprinted seahorse picture for students to color (on disk)
preprinted cutouts of computer parts to assemble (on disk)
glue and string (to connect 'mouse')
Videotape
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