Wednesday, January 7, 2015
Videogames do not turn all brains to mush
As someone whose parents almost immediately regretted
purchasing me a Super Nintendo when I was five I am used to hearing how
videogames “rot your brain”. Videogames can do a lot and mean a lot to a variety
of people. To some they truly are the simple medium of escaping day-to-day
pressures and just relaxing. Others view games as a work of art that can be
appreciated while offering rich experiences. I fall into both categories
personally, but I lean more towards the latter. The truth is, videogames are
now so embedded into society that they will not be going away anytime soon. This
presents a unique challenge never before encountered.
The stigma of video-games being treated as “useless” or “mind-numbing”
must be handled in a different light. Video-games are being used currently to
help educate in small amounts and by overcoming these stigma they can grow in
usage and in efficiency. Attached to my Diigo account you can find some
interesting links about using video-games in education. The largest PC game
platform company, Valve, has published multiple lesson plans that are certified
to teach in the Common Core methods for a variety of disciplines including,
physics, literature, and mathematics. This is just one way that video-games are being
implemented in the classroom in an approved way. As is referenced in our class
textbook, The Connected Educator,
students sometimes feel they have to “turn down” when they enter a class due to
the lower level of technology present versus what they have at home. By teaching
up with a variety of mediums including video-games, educators are making an
active effort to give their students the best possible learning experience.
Like all tools however they can be misused. Unless specifically
using video-games that are programmed for education a video-game as a tool is
only as good as the facilitator using it. A lesson plan must be top to bottom
designed around implementing the game as a medium and not a simple, “play the
game to learn” plan. The facilitator must be mindful as well in the type of
game chosen, as well as the maturity of their class. Like picking a movie for
the right demographic it would certainly be easy, especially with a video-game,
to lose track of your class.
Wednesday, December 17, 2014
Literature Review, Classroom Technology
Course Objectives met through this review:
1.
Demonstrate the understanding of how
technologies can effectively promote student learning.
2.
Reflect upon and demonstrate effective use of
digital tools and resources.
In Classroom
Technology by William Day, he writes about the importance of utilizing
technology in the classroom and the effectiveness of certain listed technologies.
Day makes a point of explaining how for two decades educational institutions
have been spending millions of dollars on technology without a clear purpose or
a goal in mind. He reflects on a mindset of schools that believe just by putting technology into a classroom the
students are benefiting from it when what they really need is to interact with it.
To reinforce this goal he explains how a must in
classroom technology is an interactive whiteboard. This allows students to
interact with each other and their teacher and enriches the learning experience
overall.
This reading pertains to course objectives because it
is demonstrating the understanding of how technologies can effectively promote
student learning and it reflects upon and demonstrates an effective use of
digital tools and resources. Technology is a crucial component of current day
education and Day does an excellent job weighing the pros and cons of specific
technologies in his article. For example, he discusses that laptops are a great
tool for students to use during class because it allows them to take notes and
bring their work home. However he explains that smaller, lighter, netbooks are
a much better upgrade because they are more portable for a smaller individual
like a middle-schooler. (Day, 2010) If I was a teacher
using this article as a point-of-reference I would be even more motivated to
use technology in my classroom. I would heed his advice in utilizing an
interactive whiteboard and create lesson plans around class participation with
the whiteboard.
What I found most interesting about this article is Day’s
emphasis on netbooks over laptops. This article was written 4 years ago and due
to the ever moving pace of technology netbooks have seemingly gone extinct. In their
place a consumer has access to Chromebooks which are Google’s take on the
netbook running their own custom operating system. I would be curious to see a
revision of this article taking Chromebooks into account as they are a
departure from the norm. Overall, this article is a good baseline for sharing
the importance of technology in the classroom with someone. Day demonstrates
and discusses the benefits of each piece of technology and I feel that the
possibilities are endless.
Works Cited
Day, W. C. (2010). Classroom Technology. American
School & University, 43.
Wednesday, December 10, 2014
Vision of Technology Integration
Understanding where technology will take human society
is a daunting and interesting thought experiment. The things we are capable of
today is exponentially more advanced than we were capable of even a shy decade
ago. A popular concept is that of Moore’s Law. A theory that states technology exponentially
grows as time moves on. This is represented by a conclusion that processors
double in speed every 2 years. (Keyes, 2006) This concept is one
that I swear by in my everyday understanding of technology and as I have aged I
have become more open believing in “impossibilities” with technology.
This could not be any more clear than a memory of a
conversation I had with an English teacher my freshman year of high school in
2005. This particular teacher predicted a future where teachers and students would
have “hand held paper computers” that would be the size of a notebook that a
student could take with them between classes and to home. As a naïve 15
year-old I scoffed at this concept thinking that battery life would not be
sustainable. I proved to be more than sufficiently wrong and since then I have
refused to underestimate the power of technology.
Examining the everyday uses of technology in the
classroom now can give some foresight into where the trend will take us. Tablets
will no doubt become incredibly ingrained in education and teaching, that
students will rarely be seen without them. Tablets still however can be large
devices with an IPad mini having a seven inch screen and weighing about a pound
or two. If one were to go into a Brookstone store they would happen across a
laser projection virtual keyboard. Where once activated projects a keyboard
onto a surface that is fully functional. In the future this technology can be
expanded on so that devices that are either carried or worn will have the
capability of projecting a graphical user interface (GUI) onto a surface. This will
shrink a student’s load of scholastic equipment substantially and will
virtually remove the need for a knapsack.
The projection technology to make something like this
already exists and is in stores. All that would be required is a way to install
the proper software onto the device and make it practical to run. Once that is
achieved this device could be market ready. Something so small that can fit
into a pocket or clipped onto a shirt that allows a user to interact on massive
surfaces could revolutionize education. Imagine a teacher using such a
technology to lecture on chemistry projecting the structure and composition of
a molecule in real time 3D in a classroom. This would give students an
interactive component to learning because they could manipulate and “feel”
their education.
A real world existing technology that will be improved
on is virtual reality. There exists blueprints to fold cardboard up into a
certain design that allows a user to place their phone in it and hold it to
their face like a layman’s VR headset. This technology could be expanded on to
allow students to “visit” exotic places around the world. Or it could allow students
who may be bed ridden to still attend a “virtual” class. The possibilities of
something like virtual reality are endless because as graphics advance the
ability to “project” yourself someplace else will increase.
Works Cited
Keyes, R. W. (2006). The Impact of Moore's Law. Solid
State Circuits, 28.
Nussbaum-Beach, S., & Hall, L. R. (2012). The
Connected Educator: Learning and Leading in a Digital Age. Bloomington:
Solution Tree Press.
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