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.
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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