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Computer Studies

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

A Curriculum Framework for Seventh-day Adventist Secondary Schools


ACKNOWLEDGEMENTS

 

The South Pacific Division Curriculum Unit has enlisted the help of a number of teachers in preparing this document.  We would like to thank all who have contributed time, ideas, materials and support in many tangible and intangible ways.  In particular, the following people have helped most directly in the writing and editing of this document:

First Edition

Dale Cowley                                                Lismore Adventist High School

Michael Hale                                               Doonside Adventist High School

Harry Halliday                                             Murwillumbah Adventist High School

Joy Hawke                                                  Lilydale Adventist Academy

John Oxley                                                  Brisbane Adventist High School

Carey Smith                                                 Strathfield Adventist High School

Peter Wallace                                              Auckland Adventist High School

Second Edition

Kalvin Dever                                               Avondale Adventist High School

Harry Halliday                                             Tweed Valley Adventist College

Graeme Harris                                             Central Coast Adventist High School

Mark Vodell                                                Gilson College

 

It is our wish that teachers will use this document to improve their teaching and so better attain the key objectives of Seventh-day Adventist education.

 

Sincerely

 

 

 

Dr Barry Hill,

Director Secondary Curriculum Unit

 

South Pacific Division

Seventh-day Adventist Church

Department of Education

148 Fox Valley Road                                                                                       November 1998

WAHROONGA NSW 2076                                                                           Second Edition


 

TABLE of CONTENTS

 

ACKNOWLEDGEMENTS        .         .         .         .         .         .         .         2

TABLE OF CONTENTS          .         .         .         .         .         .         .         3

WHAT IS A FRAMEWORK?  .         .         .         .         .         .                  4

USING THE FRAMEWORK   .         .         .         .         .                  .         5

SECTION  1   The Liftouts    .         .         .         .         .                  .         6

Philosophy of Computing Studies          .           .           .           .           .                       .           7

Rationale          .           .           .           .           .           .           .           .                       .           8

Valuing Objectives        .           .           .           .           .           .           .                       .           9

SECTION  2   PLANNING Ideas — The sealed section         .                  10

Values              .           .           .           .           .           .           .           .           .                       11

Issues   .           .           .           .           .           .           .           .           .           .                       13

Strategies for Teaching Valuing .           .           .           .           .           .                                   15

SECTION  3   The Planning Process        .         .         .                            19

Designing Your Program — Some Basics         .           .           .           .                       .           20

Planning Examples        .           .           .           .           .           .           .                       .           23

SECTION  4   APPENDICES  .         .         .         .         .                  .         27

Assessment      .           .           .           .           .           .           .           .                       .           28

Objectives        .           .           .           .           .           .           .           .                       .           30

Processes and Skills     .           .           .           .           .           .           .                       .           31


WHAT IS A FRAMEWORK?

A  Framework

In the Adventist secondary school context, a "framework" is a statement of values and principles that guide curriculum development.  These principles are derived from Adventist educational philosophy which states important ideas about what Seventh-day Adventists consider to be real, true and good. 

A framework is also a practical document intended to help teachers sequence and integrate the various elements of the planning process as they create a summary of a unit or topic. 

The framework is not a syllabus.

The framework is not designed to do the job of a textbook.  Although it contains lists of outcomes, values, issues and teaching ideas, the main emphasis is on relating values and faith to teaching topics and units.

Objectives of the Framework

1.       One objective of the framework is to show how valuing, thinking and other learning skills can be taught form a Christian viewpoint.  The Adventist philosophy  of computing studies influences this process.

2.      A second objective is to provide some examples of how this can be done.  The framework is therefore organised as a resource bank of ideas for subject planning.  It provides ideas, issues, values and value teaching activities of computing studies, so it is intended to be a useful planning guide rather than an exhaustive list of "musts."

The framework has three target audiences:-

1.    All computing studies teachers in Adventist secondary schools. 

2.    Principals and administrators in the Adventist educational system.

3.    Government authorities who want to see that there is a distinctive Adventist curriculum emphasis. 


USING THE FRAMEWORK

LAYOUT

The framework is comprised of four sections — philosophy, the planning process, sample unit plans, planning elements, and appendices.  The nature and purposes of each section are set out below.

It is suggested that you read this page describing these four sections now before attempting to use the document for the first time.

SECTION  1 — LIFTOUTS SECTION

Section 1 is the philosophical section.  This section contains a philosophy of computing studies, a rationale for teaching computing studies, and a set of outcomes which have a Christian bias.

The section is meant to help teachers refresh their memories of the Christian perspective they should teach from.  It is termed "Liftouts Section" because teachers are meant to take elements of the section and cut and paste them into other places in their teaching resources where they may be useful.  They may consult this section when looking at longer-term curriculum planning, and when thinking about unit objectives.  They may also consider adapting it or using it as is to form part of their program of work.

SECTION  2 — PLANNING IDEAS — THE SEALED SECTION

Section 2 contains the key planning elements of the framework — the various lists of ideas, values, issues and teaching strategies that teachers may consult when working their way through the planning process outlined in Section 3 of the framework.  This section is a kind of mini dictionary of ideas to resource the steps followed in Section 3.  It is called "The Sealed Section" because ideas are what teachers want, and if the section title makes it appear that these ideas are difficult to access, then being naturally curious human beings, teachers may be more likely to refer to them.

SECTION  3 — The Planning Process

Section 3 is the "how to" section of the framework.  It explains a process teachers can follow when planning a course or unit of work while thinking from a Christian perspective.  The explanation of the planning process is followed by sample unit summaries compiled by working through the steps.  Because it suggests an actual process for integrating ideas, values and learning processes, this section is really the heart of the document.

SECTION  4 — APPENDICES

Section 4 contains ideas for teaching which may lie outside the domain of values and faith, but which could be useful as reminders of good teaching and learning practice.

SECTION 1

 

 

 


The Liftouts

 

INDEX

A Philosophy of Computing Studies .         .                  .         7

Rationale    .         .         .         .         .         .         .         .         8

Valuing Objectives        .         .         .         .         .         .         9

PHILOSOPHY

 

Computing studies teachers in Seventh-day Adventist schools make some assumptions about knowledge, truth and beauty.  All knowledge is seen to originate from God.  He has created it for mankind to explore. Through technology we may examine some of this storehouse of order and knowledge in God’s universe.  Technology is as much part of God’s creation as plants or humans.  It does not replace God, but rather helps men find out more about Him.

 

God created man as an intelligent being with the capacity for logical thought and creativity.  Computing technology provides scope for the growth of these capacities in the investigation of creation and the laws by which it is governed. One outgrowth of man’s creativity is change, a process given by God, and brought about in part by processing knowledge.

 

Technology speeds the processing of knowledge, enabling man to find out more about the universe and its Creator. Information which is part of creation is better utilized through technology, and in particular through computing. Thus technology helps develop both knowledge and the world.  Mankind has an obligation to use this knowledge in serving others responsibly.

 

Technology is a means for man to explore and appreciate the order and beauty of creation.  There is in technology an inherent beauty which is part of the broader aesthetic quality of the universe.


RATIONALE

 

There are numerous reasons why students should develop computing skills.  Some of these are set out in the rationale below.

Because technology is so pervasive in our world, computers are one means of helping Adventist students understand and use this technology.  As computers are a device for processing information, their use can assist students effectively process the huge amount of information needed to cope effectively with the world.  Their quality of lifestyle, number of career options, and even survival in a secular society can partly depend on computing skills which help them process and apply information.  Also in a rapidly changing society, students need to use much information to live with change and use it to their advantage.

The ability to solve problems has always been vital to survival.  Computing can be a tool to creatively help students develop this process in different ways.  The logic and order required to solve problems is applicable to many life situations.

Computer skills are an outlet for student creativity, a quality which is closely allied to problem solving ability.  Because students are created like their Creator, they have the desire and ability to display their creativity in diverse ways which can be multiplied through using computers.  Such creativity as is developed through computing also enhances their opportunities to explore and understand other subjects.

Society is accustomed to a high standard of multi-media communication.  It is important that Seventh-day Adventist students understand the nature of this communication as they attempt to relate the messages of the Bible to their world.  Computer studies can help them creatively explore possibilities of multi-media presentations in communication.

Student productivity in many aspects of daily living can be improved through computing.  As students learn to achieve more calculations, analysis and creation in less time through computer use, they can become more productive service-oriented church and society members.


VALUING OBJECTIVES

 

Valuing-Oriented Objectives of this Framework:

The valuing objectives listed below may be useful to include in your planning:

Students will:

1.         Identify and discuss the ethical and legal issues relating to computer technology.

2.        Make informed and responsible decisions about issues.

3.        Appreciate that computer-based applications affect the lives of people in positive or negative ways.

4.        Recognise the responsibilities of those who develop, control and use information technology.

5.        Recognise the extent to which society depends on computers.

 

Other Valuing Objectives in State Syllabi:

In addition to the objectives of this framework, state syllabi include values-oriented objectives which should be referred to.  An example is the following set from the NSW senior syllabus:

 

Students will develop:

1.       The confidence to act ethically in decision-making.

2.      An appreciation of the impact of computer technology on the individual, and on contemporary and future society.

3.      An appreciation of the need to make informed and objective judgments about the appropriate use of computer-based solutions.

4.      An appreciation of simplicity and elegance in computer-based solutions.


 

SECTION 2

 

 

 


PLANNING Ideas – The Sealed SEction

 

INDEX

Values        .         .         .         .         .         .         .         .         11

Issues .         .         .         .         .         .         .                  .         13

Strategies for Teaching Values         .         .         .         .         15

 VALUES

A value is an estimate of worth or merit place on some aspect of our experience.  This section sets out a group of values which are important to computer studies.  The list is a starting point to give teachers ideas.

 

Academic Values:

·        Accuracy

·        Discernment

·        Discrimination

·        Efficiency

·        Logical thinking

·        Order

·        Organization

 

Aesthetic Values:

·        Attractiveness

·        Creativity

·        Elegance

·        Enjoyment

·        Flexibility

·        Originality

 

Ethical Values:

·        Accountability

·        Confidentiality

·        Honesty

·        Stewardship of resources


Personal Values:

·        Ambition

·        Excellence

·        Initiative

·        Patience

·        Perseverance

·        Punctuality

·        Reliability

·        Self-confidence

·        Self-discipline

·        Sense of personal value

·        Thoroughness

 

Social Values:

·        Co-operation

·        Respect for property

·        Responsibility

·         Tolerance


 ISSUES

Topics that highlight issues in computer studies lend themselves particularly well to the teaching of values.  This list of issues on the following pages is a starting point for teachers.


Cashless Society:

·        Monitoring of spending via transaction statements.

·        Profiling tastes from transactions.

·        Recording information about people.

Changing Nature of Work:

·        Working at home

·        Electronic mail and the internet

·        New computing skills needed to survive

·        The paperless office

·        Quality of interaction with people decreased

Choices:

·        Alternative software

·        Computers, printers, memory size, screens, other peripherals

·        Network or stand alone computers

·        Systems development

Crime:

·        Automatic-teller machine abuse

·        Computer fraud

·        Hacking

·        Mobile phone and telecomunications crimes

·        Piracy

·        Viruses and trojan horse programs

Defence:

·        Centralized control

·        Dependence on computers

·        Disasters by malfunction

·        Security with computers

·        Simulated wars

Employment:

·        De-skilling

·        Loss versus creation of jobs

·         Multi-skilling

·        Shift of labour market

 

Environment:

·        Computer use in cars

·        Disposal of used components

·        Increased demand for electricity supply

·        Paper and packing

·        Recycling paper, toner cartridges and other consumables

Equity:

·        Gender equity in the computer industry

·        Increased accessibility for the disabled

·        Programming ability according to gender

·        Student access differences caused by socio-economic bias

Ergonomics:

·        Design of furniture

·        Electro magnetic radiation

·        Office layout, lighting, facilities

·        Repetitive strain injury

Health and Welfare:

·        Change of lifestyle

·        Medical advances

·        What is the future impact on health and welfare systems?

Impact on Society:

·        Changes in the banking industry

·        Changing styles in creative arts: animation, visual arts, music, lighting, film

·        Depersonalisation of society

·        Mass media with technology

·        Influence on materialism

·        Relationship to perceived career opportunities

·        Synthesized music — loss or gain?


Information Services:

·        Control of the internet

·        Possible disappearance of some printed media.

·        Use of modems, electronic mail in changing communication patterns.

Leisure:

·        Computers supposedly increase leisure time.

·        Games:

            - Good or bad?

            - Pornography

            - Violence and sadism

            - Virtual reality

            - Waste of time and money

 

 

Privacy:

·        Identifying personnel movements through credit card tracking

·        Credit rating

·        Direct selling mail lists