Sunday, February 21, 2016

Digital Blog Post #C

In most cases today students find school and the idea of learning to be the equivalent of having to clean their rooms and do laundry, which is daunting and boring. If the tasks that students were assigned more pleasurable then they would not hesitate to engage and complete them with a sense of accomplishment. One of the ways that students could become more interested in their education is through gaming. Many children are acquainted with some type of technology most commonly iPhones, iPads, tablets, computers, etc. so why not use digital games for learning. With all the many technological advances there have been many software programs developed to incorporate learning as its main focus using games.  In order to engage the students the software must involve what they enjoy or are interested in. (Raymer, 2011) The more enjoyable the game the less a student is likely to think "what is the purpose of this?!"

                                
Secondly there are strategies for using games with students that can prove to be very effective.  By combining games that target a combination of skills instead of just a single skill. For example, if a games objective is for Maddie to learn to subtract, she must then pop 5 of the party balloons, before they fly away, until there is only 5 left. While she is popping the balloons she focuses on doing so before they fly away rather than counting to see how many are left. Causing them to be more game savvy than problem solvers. Also not basing the students knowledge on whether  or not they did well by recognizing how many points he/she earned or if they won or lost. Unlike this website which strictly focuses on the material,  instead of the student learning by playing a game. While games are fun, teachers and parents should use caution while their child is online, by discussing appropriate content or even by playing the game with them. (Maloy et al., 2013 p. 175)
                              

Lastly software such as Intelligent Tutoring Systems (ITS) unlock more opportunity for students, while the system tests the students knowledge it also allows for students to track their progress. These systems are similar to human tutors asking questions and gathering responses. With these systems students are able to have somewhat on hand tutoring. Helping to apply learning skills and become better at taking assessments. Each ITS is said to be equal to having one teacher per one to three students vs. one teacher per 20-30 students per class. These systems have shown great improvement in students learning, particularly in math. While I would not ever think these systems could replace the position of a teacher they surely provide more help for students allowing for an equal education. (Maloy et al., 2013 p. 176)
                
Resources:

Dinesh, A. (1998). Online Educational Games and Worksheets for K-12! Retrieved February 21, 2016, from http://www.ezschool.com/index.html
Drapal, J. (2016, February 21). Games the Next Big Thing [Photograph].
               
Maloy, R., O'Loughlin, R., Edwards, S., & Woolf, B. (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education Inc.

Raymer, R. (2011, September 28). Gamification: Using Game Mechanics To Enhance ELearning. Retrieved February 21, 2016, from http://blog.empowerlms.com/index.php/gamification-game-mechanics-enhance-elearning/


Students Playing Video Games to Learn English. (2013, May 23). Retrieved February 21, 2016, from https://www.youtube.com/watch?v=idCOgNR8U-g 

Sunday, February 7, 2016

Digital Blog Post #B

Technology has had such a powerful influence in out 21st century. It's no surprise that it continues to grow and do what many used to think of as 'the impossible'. A great concept for students to learn is by integrating technology in the learning process  to expand on their critical thinking and problem solving skills. Instead of reading material through pages of books students can now use computers, tablets and now apps on their own phones. (Maloy et al., 2013, p. 52) Student are able to do more on computers than with pencil and paper. Cutting down on items that they have to carry plus having the mobility of the material is great. There are educational games and apps such as Rosetta Stone that help to teach language, while others teach history, and even math. The more students use technology for these things the more engaged they will become.



Another concept is digital, media and visual literacy. Almost any type of information can be found online or through some type of media. Instead of students just looking at textbooks they can view so many things through an array of digital technologies, educational software programs, online websites, graphing calculators, etc. Teachers are able to teach by showing students how photos, videos, graphs and charts can be used in different areas of learning. (Maloy et al., 2013, p. 55) Most students find visual learning pretty straightforward. Taking in what they see, while reflecting and thinking about it they come up with their own personal opinions and solutions. As a visual learner myself I love being able to have a visual of what I am learning. It breaks down or even gives summaries of concepts making it easier to understand.



Communicative and collaborative projects/assignments are wonderful ways for students to learn. Add technology to the mix and the possibilities are endless. Students working together is a great way for them to learn and grow socially as well as educationally. By using social media and other online websites or games even to keep students interested in what they learn and also working together. The time for students to sit quietly in their seats and copy notes has passed. In most classes today students are engaging with on another working in small groups going in depth about concepts of their learning material whether it be in language arts, history, etc. (Meloy et al., 2013, p. 59) No matter the subject students seem to enjoy the interaction and collaboration with on another vs. the whole class to the teacher. There's no pressure or intimidation coming from students as there may be when answering questions from the teacher, making the environment more comfortable for students.  

These are only a few concepts that can change the way students learn using technology. As I have always thought one sole concept just isn't enough. There needs to be a combination of ways for students to learn allowing a deeper meaning and understanding of educational material.  

Resources:

Best educational apps for high school students. (n.d.). Retrieved February 07, 2016, from http://www.engadget.com/2014/08/29/best-educational-apps-for-high-school-students/
Collaborative Classroom Technology: Naturally SMART. (n.d.). Retrieved February 07, 2016, from https://www.youtube.com/watch?v=SK8InwlWkYg
Drapal, J. (n.d.). The difference by Jmdrapal - ToonDoo - World's fastest way to create cartoons! Retrieved February 07, 2016, from http://www.toondoo.com/View.toon?param=9710123 

Maloy, R., O'Loughlin, R., Edwards, S., & Woolf, B. (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education Inc.