I read and reflected on this article from the ITSE (International Society for Technology in Education) website and also used Citation Machine to cite the journal in APA format.
Groff, J., & Haas, Jason. (2008). Web 2.0 today's technologies tomorrow's learning. Learning and Leading with Technology, 36(2), Retrieved from http://www.learningandleading-digital.com/learning_leading/20080910/#pg14
This article addresses the issue of using today's technologies such as digital games, simulations and social networking and finding creative, educational ways to use them in the classroom. The fact that this type of technology is such a big part of student's lives at home means they would be comfortable and acceptable to incorporating it in school. By doing this, we would be reaching students at their level, their comfort zone, their fun environment. If a lesson is fun, students will be more inclined to participate and become engaged more creatively and intellectually.
Researchers at MIT Education Arcade are dedicated to finding ways in which teachers and students can use these technologies as learning tools. They are searching for ways to bridge the gap between the traditional ways of learning and a more advanced way of learning through all the technology that is now available. When these tools are used properly they can be beneficial to both students and teachers. For example, a science teacher in Massachusetts uses Starlogo to demonstrate and test students in ways he normally couldn't' with traditional teaching tools. This allows his students to experience things like evolution and factors of a forest fire as they are simulated through this program. It also encourages students to ask more questions and derive multiple possible answers as opposed to just checking one correct answer on a multiple choice test.
Researchers are confirming that these type of digital games encourage active participation and critical thinking and learning. Instead of watching a video on a subject, students can actually experience concepts with digital games. It can also set a platform for being more aware of how their actions can impact others.
As with all new technology their are obstacles bound to occur. One would be to recognize the fact that implementing digital games in the classroom may be difficult if access to this type of technology is not available. Some programs require advanced computers, but there are improvements to making more programs available for the everyday computer.
What are some potential risks with bringing this type of technology into the classroom? There is always the fear of not knowing every detail of a digital game and what it might lead to. Therefore teachers should take some time to play and test these games BEFORE introducing them to students. It's ok to learn new things about the program along with students, this creates partners in learning, but the main logistics should be tested prior to the lesson. It may also be wise to collaborate with fellow educators and learn from their experiences as well.
Where can I find additional resources on this topic?
The Internet has lots of free resources. Attending seminars and creating a support network is always helpful as well. Some resource tools to check out are:
Club Penguin http://www.clubpenguin.com/
Cost of Life http://www.costlife.org/
Explore Science http://www.explorelearning.com/
Ning http://www.ning.com/
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