Friday, July 3, 2009

Journal # 7

Web 2.0: Today’s Technologies, Tomorrows Learning

Jennifer Groff & Jason Haas

 

            Social networking, games, and virtual simulations are not words that you would usually hear in the classroom. These technological applications are usually used for personal use and on ones spare time. Traditionally teachers would say that these applications would interfere with the classroom and the learning process, however, this article suggests something different.

            Social networking, simulators, and games have much more to offer in the academic world than meets the eye. Typically, individuals use social networks to keep in touch with people and meet new people through similar interests. Using social networking in the classroom can allow teachers to share grades, assignments, and even promote communication between the students through classroom discussions. According to Groff and Hass (2008), “by connecting students and teachers, they can create strong communities of practice, and essential aids to good teaching and learning. Social networking technologies help teachers and students extend their learning into an additional space for communicating, collaborating, sharing ideas, and sharing learning.” Social networking is a great way to promote interaction between students, teachers, and parents while not physically in the classroom.

            In the classroom, games have also been used to aid in instruction of material. They enable students to make decisions about work, education, community building, personal purchases and health care. Games focusing on specific subject material can work to motivate students to work toward strengthening their collaborative problem solving skills as well as the ability to recognize objectives and prioritize them. Groff and Hass explain that games require numerous additional thinking skills including weighting evidence, analyzing situations, and decision-making.

            Simulating technology can also be a great asset for teachers to use while instructing. They give students the opportunity to do things that they would normally not be able to do in the classroom. They are able to experience concepts opposed to watching it on a video or reading it in a book. For example, the article discussed how through simulations, students were able to demonstrate the principles of topics such as a forest fire or evolution. All of these technological applications allow students to gain conceptual knowledge of these experiences and it encouraged them to better understand the content of the subject matter. Additionally, technology modernizes education making it more interesting for kids. As a whole, test scores have improved in the classroom with the use of digital games and other technologies. Technology has the ability to engage students and amplify learning (Groff & Hass, 2008).

 

Are there any negative aspects in using technology in the classroom?

The use of this technology requires computers that are compatible with these applications. Due to the fact that some schools are restricted when it comes to their budget, this can sometimes be an issue. Also, there is a steep learning curve for using these applications, which might hinder the effectiveness of using these tools in the classroom. 

How can a teacher go about finding technology that will assist them in the classroom?

Teachers should first find a technology that intrest them and try it out to see what it entails. Trying it out with a college may also be beneficial, along with a website or support person that can be used as a makeshift tutorial on this specific application. 

1 comment:

  1. I think all sorts of technology have their affordances and limitations. It takes the teacher's wisdom and experience to effectively use technology in teaching and learning. L&L articles usually focus on the positive side and can neglect or underestimate the complexity of the interaction among technology, students, curriculum, school culture, etc.

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