Monday, October 7, 2013

Chapter 7 Journal Blog

1.       How can teachers use computer games and simulations as learning resources?

Now a days, children are living in a “digital age”. They love and enjoy playing all these new and challenging games on their IPads, IPods, IPhone, etc. It has become inevitable for children to not be attracted to using these simulations during school. For me personally, I feel that we as educators should allow students to play these interactive games, but with regulations. The certain games they play in the classroom would have to be monitored and based on the lesson. This way, the students are having fun and are learning in a new and fun way for them. Parents see video games and electronics as a distraction to school. They begin to see grades decrease more and more as time passes by, but little do they know that all these electronics could be brought to school so that they could be incorporated into their everyday learning at school. There are some schools, like my daughters’, that are starting to infuse a new proposition for students. “BYOD” or “Bring Your Own Device” is a technique they are beginning to use so that both students and teachers could interact with one another based on the classroom materials. I feel like using electronic games and simulations is the new way to reel children into becoming better and more successful students.
2.       Tech Tool 7.1 – Discovery Learning Using Squeak and Scratch

Just as I was discussing in the Main Idea question, this Tech Tool goes over two new resources teachers can use as enhancements to their students learning. While using these tools the students are going to be engaged as well as interested, giving them a sense of comfort, given the fact that technology is what children are used to now. “Squeak Etoys”, is a software program that you can download free, it specifically supports math and science teaching skills. I love how this program reaches out to every grade level and goes into detail on the different levels that are in both math and science. To me, this would be a very cool and fun way to review on a certain lesson, having the students interact, hands-on with what the material is based on. New techniques are what help students remember and keep a hold on what it is they are learning about and I feel that this program is a component to help.
3.       Summary


This chapter touches base on the ways educational software help problem solving and the ability for students to learn in all grades. Not only do you have a variety of free-download based programs to use for certain subjects of choice, but you can too consider commercially used programs. The goal here is to intertwine education software and its tools to students in the classroom, to also achieve this, chapter seven goes over “NETS-T” which helps to develop and design the Digital Age Learning Experiences and Assessments and promotes the right model citizenship and responsibility that comes with digital technology. I find it amazing how much this different programs and resources can really catch students attentions and have them participate in large numbers. 

Maloy, R. W. (2011). Transforming learning with new technologies. Boston: Pearson/Allyn and Bacon.

1 comment:

  1. Gamification is becoming an accepted way of learning in some parts of the world. At last summer's international tech conference, the keynote speaker came from a school that was totally based on gaming. Wow - that will be a major change for some. :)

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