Web Databases
Community Partners
Hawai‘i Department of Health
Hawai‘i Department of Education
Hawai‘i Nature Center
Hawai‘i Watersheds Database

School Web of Instructional
Media (SWIM)

Students in the computer literacy class investigate the internal components of a desktop tower.
Research & Curriculum Development | pg.5
<< Previous | Next >>
Learning Technology Moves Students
into New Curriculum
The Learning Technology Section
is working with eighth and ninth grade
students in the University Laboratory
School to develop a new curriculum in
computer literacy.
The course goal is to question, embrace, and challenge what students already know about computers while developing a strong sense of computer ethics, etiquette, safety, and responsibility. At the completion of the new curriculum students should have developed a clear understanding of the importance of computer literacy in modern society and of the ethics involved in using this technology in an information-rich society. Students must also demonstrate proficiency in
Data drawn from the Laboratory School students’ assessments of their current computer skills and perceptions together with the National Education Technology Standards for Students provided the basis of the new curriculum, which reflects the recognition of the importance of computer technology in the future of students in school, workplace, and home. By working closely with Laboratory School students and continuing to align their needs with Hawai‘i, national, and international standards and trends, the Learning Technology staff is shaping the evolving computer literacy curriculum into something that meets the students’ needs now and in the future.
Using Data to Drive Curriculum Development
One of the hallmarks of all CRDG developed
curricula is a design
based in part on empirical data and
research. As part of the process of
developing the computer literacy
curriculum, the Learning Technology
Section conducted a study wherein
students were asked to consider their
expertise and comfort levels with
various software applications before
and after the class, and to discuss
issues of safety and ethics when using
computers. Results indicated that
students were not computer literate
in workforce-oriented computer
tasks, yet were comfortable and well
versed in the social realm. Before
the class, many students interacted
frequently with video game consoles,
MP3 players, cell phones, and chat
rooms. Yet, all students in the study
recognized that they lacked specific
skills that were needed in their
future careers. Following the course,
there was a statistically significant
increase in students’ skill levels for all
software application areas as well as
a statistically significant increase in
their perception of learning. Students
indicated that they appreciated
the chance to learn, practice, and
improve upon skills relevant to future
professions, and that they appreciated
the opportunity to discuss the social
aspect of the Internet and their
personal sense of computer ethics.