SHS1 Ict · Semester 1, Week 16

Emerging Technologies and Applications

Lesson notes

Learning Objectives

Indicator: 1.1.2.LI.3 - Explore the purpose and uses of smartphones, digital cameras, wearable devices, game devices, e-book readers, portable and digital media players

By the end of the lesson, learners can:

  1. Identify each emerging device type (smartphones, digital cameras, wearable devices, game devices, e-book readers, portable and digital media players) and state its primary purpose.
  2. Explain at least two practical uses of each device type in everyday Ghanaian life.
  3. Match a given task or need to the most appropriate device.
  4. Demonstrate responsible use of at least one of these devices, including time management and information security awareness.
  5. Work collaboratively in mixed-ability groups to present how a chosen device supports learning, work or leisure.

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Curriculum details

Strand
ICTs IN THE SOCIETY (Strand 1)
Sub-strand
Emerging Technologies and Applications (1.2)
Content standard
1.1.2.CS.1 - Demonstrate knowledge and understanding of Emerging Technologies Teaching 1.1.2.LO.1 Explain and apply digital and Collaboration: Learners will work in mixed-ability/gendersocial media platforms sensitive groups (teachers should identify abilities and organise their seating), share their ideas with peers and accept constructive feedback. Communication: All learners will be allowed to provide oral and/or written descriptions of the steps involved in applying digital and social media platforms for everyday life. Creativity: Learners will be allowed to introduce their ideas in designing the documents leading to innovation and creativity. Personal development: Through individual work based on interest and ability (this requires the identification of learners' interests/abilities and supporting their learning that is linked to what interests them).
Indicator
1.1.2.LI.3 - Explore the purpose and uses of smartphones, digital cameras, wearable devices, game devices, e-book readers, portable and digital media players
Suggested placement
Semester 1, Week 16 (Week 16 of the year)

Our suggestion, laid out in curriculum order across three terms of twelve weeks. NaCCA does not fix the week, so follow your school's scheme of learning.

Source document note

The official curriculum document has a fault in this entry, so the curriculum text above is transcribed exactly as printed:

  • content standard text - p.31: the content-standard token is visibly printed `1.1.2.CS1`, which omits the separator before the final sequence; `1.1.2.CS.1` is used as the import code only to preserve the document's year/strand/sub-strand association
Curriculum reference
NaCCA curriculum document, p. 32

Exemplars (from the NaCCA curriculum)

Project- and Problem-Based Learning and Practical Sessions: Engage in project-based and problem-based learning sessions (individual and group work) to explore the purpose and uses of smartphones, digital cameras, wearable devices, game reasoning devices, e-book readers, and portable digital media players.
Teaching and Learning Materials:
- and Learning
- Notepad or exercise book
- Pen
- Smartphones
- Laptops
- Desktop computers
- Tablets
- TV and Radio
- Productivity tools
- Open Educational
- Resources (Including
- YouTube, MOOCs -
- Udemy /Coursera,
- Khan Academy,
- TESSA)
- The iBox (CENDLOS)
- Subject-based application software
- Instructional
- Laboratories (with multimedia equipment and smartboards)
- Maintenance and repair workshops
Assessment (1.1.2.AS.3). The document marks these depth-of-knowledge levels for this indicator: Level 3 Strategic reasoning.
Strategic