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September 2001

Educational Support & Teaching Assistance

by the CYFERNet Technology Team

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Basic Computer "Lesson Plan" for Nonformal Education Programs

Using the Computers You Have More Effectively

Basic Computer "Lesson Plan" for Nonformal Education Programs

  1. Check hardware requirements in advance to make sure that your computers are compatible with the software and website. Look on the box or CD-ROM case, and visit the website to check on plug-ins, browser compatibility, and multi-media requirements.

  2. Practice installing the software and downloading the application in advance of program use. Check the literature inside the CD-ROM case or on the website for step by step instructions and installation hints for both DOS and Mac.

    Decide if you will install the software or download the plug-ins for the class or have the youth participants install their own software. Another option is to have a junior leader install the software. Factors in your decision include: age of your youth, expertise of your youth, time available, rules that regulate your computer lab, and whether you are focusing on the content of the program or would like the youth to learn technology skills also.

  3. Preview the software program and accompanying guides or help materials. Most programs will have an informational or help guide on the CD-ROM that you can read and print. Online sites may have a "Help" or "Instructor's Guide" page. Print out the guide for reference during the class.

  4. Decide what corresponding curriculum materials or activities you will use as companion hands-on activities to the computer software. The best programs use a mix of media to keep youth interest, build a variety of skills, and encourage ergonomic health.

  5. Determine when you will use the hands-on activities in conjunction with the computer-based software. Your basic guide is the experiential model Do - Reflect and Apply. You can use the computer software as the Do or the Apply step of the model. Youth may also use email or word processing applications as part of their reflection process.

  6. Facilitate youth use of the computer software.
    Little or no formal verbal instructions are required to start the software lesson. Remember that you are there to FACILITATE the learning experience and not to TEACH the computer software. Software that is well written will lead the youth through the program. The program will provide help or motivation as the youth explore. Your role is to be available to answer questions as they arise and offer assistance. Use the teachable moment. Youth will be more interested in listening to tips or information about the software when they have hit a road block and NEED that information. They will also be more likely to remember that information.

    Remember many adults grew up in the Monopoly generation where we read the rules and played the game by going in only one direction around the board. Youth of today are the Sega/Nintendo Generation. They are used to opening up the game and playing! They don't read the rules. They learn by discovering and exploring. Their games go in many different directions. Youth use the same methodology with computer software. Put in the software- let them explore and discover!

    Assistance you should be prepared to provide:

  7. Process the software experience. Think about what types of questions you might ask the youth. Some general examples follow:

    Sharing - What Happened

    Processing - Tell What's Important

    Generalizing- So What? Explore What You Learned

    Applying- Now What? Imagine What's Next

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How to Use the Computers You Have More Effectively

Each medium should be used for what it does best. Here is a list of some of the uses of computers, Internet and software that take advantage of their strengths.



Other Resources:
Technology in the Classroom Archives
The Software Trap


Contributors to this piece include:
Trudy Dunham, University of Minnesota
Deb Curry, Steve Truby, Iowa State University
Bill Pabst, University of Missouri

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Connecting with Tech!

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