Information Technology Presented by Richard Prather, Chief Information Officer December 8, 2008.
-
Upload
elvin-nash -
Category
Documents
-
view
220 -
download
0
Transcript of Information Technology Presented by Richard Prather, Chief Information Officer December 8, 2008.
Information Technology
Presented byRichard Prather, Chief Information Officer
December 8, 2008
2
Technology is Essential
Very Little can be Done Effectively without Technology.
How we report what we do
What we teach
& how
we teach
How we manage & operate
How we connect to
stakeholders
Progress over the years
3
Infrastructure Services
Assessment
Instruction
Curriculum
ReportingAnalytics Data Mining
HumanResources
Finance
Operations
PortalServices
Collaboration
Telephony
StudentInformation
Security /Privacy
Network Hardware SoftwareApplication
Support
ContentManagement
Lawson Implementation
- Insight- Blackboard training delivery
- Thin Clients (11,000 units)- MAC Labs- PC Labs- Career Counseling Centers- Teacher Laptops- Promethean Boards- The Library Company- 60+ Instructional Applications
District WebsiteBoard Docs
-Voice over IP Implementation- AllCall Notification System
Staff & Teacher Email
WAN connecting all schools
-SharePoint
How we manage & operate
How we connect to
stakeholders
How wereport what
we do
What we teach & how we teach
Infinite Campus
-GIS geographical information- Horizon- NutriLink, free lunch management- SmartR, bus routing- STIMS, Vehicle maintenance- Lenel Badge System
-Comsquared, document imaging-Taleo, Recruitment System
- Pyramid, worker’s compensation- Subfinders, Substitute teacher system
AntivirusContent Filtering
4
Children Today…
Fully 97% of teens ages 12-17 play computer, web, portable, or console games.
Additionally:
• 50% of teens played games "yesterday."
• 86% of teens play on a console like the Xbox, PlayStation, or Wii.
• 73% play games on a desktop or a laptop computer.
• 60% use a portable gaming device like a Sony PlayStation Portable, a Nintendo DS, or a Game Boy.
• 48% use a cell phone or handheld organizer to play games.(Source: Pew Internet & American Life Project , 9/16/2008)
5
Their Environment is...
ExpressionPublication
Profession
Opinion
Detail
s
ReputationHobby
Certificates
Purchase
Know
ledge
Avatars
Audience
What I share
Where I work
What‘s said about me
Wha
t I lik
e
How and where
to join me Who can certify
my identity
What and how I buy
Wha
t I kn
ow
What represent meWhat I sayWho I know
What interests me
FOAF
iViva
6
Technology and Learning
• RelevantJust in time, just for me, intelligently responsive
• Compelling / InteractiveLearning environment stimulates heightened sense of engagement
and curiosity
• CollaborativeAccess to expertise and knowledge enables innovation and deepens
community
• ContinuousBlend of formal and informal, lifelong
7
Access to Information
Old Paradigm
Focus on Computers and Monitors
FOAF
iViva
New Paradigm
Access to Information
Going Forward – FY09
8
Infrastructure Services
Assessment
Instruction
Curriculum
ReportingAnalytics Data Mining
HumanResources
Finance
Operations
PortalServices
Collaboration
Telephony
StudentInformation
Security /Privacy
Network Hardware SoftwareApplication
Support
ContentManagement
- Lawson Upgrade
-Improved Physical Security- Automated Time & Attendance
- Parent’s Portal
- Insight improvements
- Improved School & District Websites
- Enhanced network security- Converged communication and security systems with digital Internet connectivity Improved WAN reliability
Standardized district-wide Wireless connectivity
-Accountable technical assistance for schools
-Expanded teacher training on existing technology tools
-Targeted deployment of Promethean Boards
-Expanded deployment and support of specific end-user friendly computing devices
-Enhanced collaboration and communication capabilities for students, teachers, parents and administrators
How we manage & operate
How we connect to
stakeholders
How wereport what
we do
What we teach & how we teach
Enhanced Information Management
- Business Continuity and Disaster Recovery
9
Design Principles
Availability Availability
Access
Accuracy
Agility
9
10
Technology Should be as Reliable as Flipping a Light Switch
High Reliability & Availability
Transparent to the Learning Process
Equity in the Delivery Process
10