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Technology Use in Physical Education

International Society for Technology in Education (iste):


National Education Technology Standards
1. Creativity and Innovation: Students demonstrate creative thinking,
construct knowledge,
and develop innovative products and processes using technology.
a. Apply existing knowledge to generate new ideas, products, or
processes
b. Create original works as a means of personal or group expression
c. Use models and simulations to explore complex systems and issues
d. Identify trends and forecast possibilities
2. Communication and Collaboration: Students use digital media and
environments to
communicate and work collaboratively, including at a distance, to
support individual
learning and contribute to the learning of others.
a. Interact, collaborate, and publish with peers, experts, or others
employing a variety of
digital environments and media
b. Communicate information and ideas effectively to multiple
audiences using a variety
of media and formats
c. Develop cultural understanding and global awareness by engaging
with learners of
other cultures
d. Contribute to project teams to produce original works or solve
problems
3. Research and Information Fluency: Students apply digital tools to
gather, evaluate, and use
information.
a. Plan strategies to guide inquiry
b. Locate, organize, analyze, evaluate, synthesize, and ethically use
information from a
variety of sources and media
c. Evaluate and select information sources and digital tools based on
the
appropriateness to specific tasks
d. Process data and report results
4. Critical Thinking, Problem Solving, and Decision Making:
Students use critical thinking
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skills to plan and conduct research, manage projects, solve problems,


and make informed
decisions using appropriate digital tools and resources.
a. Identify and define authentic problems and significant questions for
investigation
b. Plan and manage activities to develop a solution or complete a
project
c. Collect and analyze data to identify solutions and/or make informed
decisions
d. Use multiple processes and diverse perspectives to explore
alternative solutions

5. Digital Citizenship: Students understand human, cultural, and societal


issues related to
technology and practice legal and ethical behavior.
a. Advocate and practice safe, legal, and responsible use of information
and technology
b. Exhibit a positive attitude toward using technology that supports
collaboration,
learning, and productivity
c. Demonstrate personal responsibility for lifelong learning
d. Exhibit leadership for digital citizenship
6. Technology Operations and Concepts: Students demonstrate a
sound understanding of
technology concepts, systems, and operations.
a. Understand and use technology systems
b. Select and use applications effectively and productively
c. Troubleshoot systems and applications
d. Transfer current knowledge to learning of new technologies

Enhance teacher effectiveness through the use of


technology:
A.

Administration

Attendance computerized attendance systems (i.e. PE Manager)


Padlock distribution database programs (i.e. Access by Microsoft)
stores information on students such as locker and padlock information
Equipment database to inventory equipment (items, amount,
condition, date of purchase)

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Grading computerize grading system. Some systems allow parents


access grades anytime using Internet. PE Manager doesnt allow
parents access, however, it does allow teacher to easily send a student
report to a parent by e-mail

B. Instruction

Presentation of information Some examples include PowerPoint, Prezi,


instructional videos, CDs and DVDs. Video (Ipad, Flip camera, etc.)
used to demonstrate the correct performance of skill, drill, or game.
Software available to assist in presenting related concepts such as
biomechanics, motor learning, and anatomy. Software and Internet
sites available to create games and other materials to enhance
instruction
Effective instruction Videotaping a lesson for evaluation purposes.
Heart rate monitors and pedometers. Pocket PC or laptop computers
used by class observer to code behaviors of the teacher or students for
later review to determine effectiveness in student learning.
Motivation Heart rate monitors, pedometers, Xergames (interactive
fitness games, Dance, Dance Revolution, Sportwall), Wii Fit, are just a
few effective motivational technology tools.
Planning Word-processing programs help with preparing lesson plans,
writing tests, unit plans (templates).
Assessment Pocket PC, PE Manager, TriFit software allow teachers to
record assessments during class and transfer to computer and grading
system. Other software allows teachers to collect fitness data,
evaluate food intake, measure fitness levels, creating electronic
portfolios using video clips of students performance, analyze skills and
performance using Dartfish.

C. Communication

Technology enhances a teachers ability to communicate with others


quickly through e-mail, PE department Web sites with calendar,
newsletters, contact information, policies, rules and regulations, units,
advocacy.

Web Sites about Technology Tools:


www.allprofsoftware.com includes tournament-building software and
statistics software for a variety of sports
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www.dartfish.com provides information on Dartfish, an analysis software


used to evaluate individual sport performances or team performances
www.dynapules.com details a computerized blood pressure system
www.fitnessgram.net provides information for FitnessGram / ActivityGram
www.ChooseMyPlate.gov introduces the U.S. Governments MyPlate and
provides the ability to individualize the plate and a nutrition worksheet
www.pecentral.com is the site for physical education lesson planning ideas
and other valuable information
www.pelinks4u.org contains physical education information as well as
information on subscribing to NASPE-Forum, a discussion board for physical
education topics and issues
www.polarusa.com offers heart rate monitors, TriFit syste, and PE Manager
software and hardware to support each system
www.puzzlemaker.com enables the creation of word puzzles

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