Groff, J, & Haas, J (2008). Web 2.0: Today’s Technologies, Tomorrow’s Learning. ISTE, Retrieved October 5, 2008, from http://www.iste.org/Content/NavigationMenu/Publications/LL/LLIssues/Volume3620082009/SeptemberOctoberNo2/36212g.pdf
As the title implies, this article explores some popular technologies and how they can be utilized in the classroom. The authors discuss networking sites such as Facebook and Ning, simulations such as Second Life, and games like World of Warcraft, and apply them to academics. Networking sites can be used to create an online community of students and teachers. Students can feel involved, while teachers can use it as a tool to share ideas and strategies with other teachers. Online simulations, like those created through Starlogo: the Next Generation, are an excellent way for students to get hands-on and up close experience with things that would otherwise be impossible to simulate. The authors use the example of one science teacher recreating forest fires and teaching evolution through these simulations. The idea of video and computer games being beneficial to children is often laughed at. However, Groff and Haas point out that much has been written lately touting the educational benefits of these same games. Games allow students to think critically and problem solve in semi-real life situations, much like those presented in the game Ayiti, where students attempt to make decisions about health care, poverty, education, etc. for a small island community. Finally, the authors give some advice for teachers to get started using some of these technologies in their own classroom.
Question 1: How would I be able to utilize these technologies when budgets are already so tight that I cannot even make copies for all the students?
Because of technology’s growing importance in the classroom, there are probably many grants available to teachers who are looking to explore. Teachers should search out government grants and possibly even contact technology companies about getting donations. Alternatively, fundraising for these programs at the school level would be a good option.
Question 2: Will I be able to fit games and simulations into the course of a semester when it is already difficult to cover all of the state mandated curriculum in the allotted time?
It is true that time is already a huge issue in local classrooms, especially with the recent push to practice and teach for standardized testing. However, some of these simulations and games will teach the students many skills and content material if utilized correctly. For example, the game that involves the causes of and the diplomacy during World War I would cover many of the California content standards for World or U.S. History,
Sunday, October 5, 2008
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