Friday, May 7, 2010

Journal #9: Web 2.0. Today's Technologies, Tomorrow's Learning

Groff, J., & Haas, J. (2008). Web 2.0: today's technology, tomorrow's learning. Learning & Leading with Technology, 36(2), Retrieved from http://www.iste.org/Content/NavigationMenu/Publications/LL/LLIssues/Volume3620082009/SeptemberOctoberNo2/L_L_September_October_2008.htm

Summary: 

This article all about using digital technology like social networking sites, simulations, and digital games to give value to lessons in order to engage students with the material.  Some teachers are attempting and advocating the use of today's technologies to translate lessons into a language most students speak these days.  While there are some that do not welcome this type of teaching because many of these games and sites have a reputation of being disruptive rather than useful, there are a lot of teachers who want to tap into the value of such resources to find how to use them effectively in the classroom.  Simulations can be used to allow students to explore worlds and ideas that would otherwise be impossible to reach.  Social networking allows teachers and students to create their own space outside of the classroom to communicate, collaborate, and share ideas.  Digital games can be valuable if they focus on problem solving skills and teamwork. 

There are, of course, concerns with using certain technology in the classroom.  Implementing these strategies and games into lessons is a lot easier said than done.  The element of access to resources is always an issue, especially today with budget cuts and limited resources in most classrooms throughout the country.  There is also the concern that lessons designed around technology and digital games are open-ended and therefore unpredictable.  This concept frightens some teachers because it is very student-centered and difficult to manage, but Groff and Haas argue that student-centered learning can be a rich experience for students because they will work along their teachers to solve problems that may arise and can learn from the hands on experience.

Q1: Will I use digital games and simulations in my classroom?

I definitely had some of the concerns educators have with some of these new technologies, but after reading this article I am very much excited about the possibilities of engaging more students by essentially speaking their "digital language."  In my experience substitute teaching, I have seen firsthand how excited students are to do any activity using computers.  Tapping into that excitement is part of being a good teacher.  It is important to be able to build on the foundation students already have and utilize the skills they bring to the classroom as well as teach them new skills.  In an increasingly digital world, why not reflect that in our classrooms and transform education in a way that engages and inspires students?

Q2: What are some digital games that teachers are using now in a K-5 setting?

The article mentioned Club Penguin as an example.  I have not seen exactly what Club Penguin is, but I know many students I sub for talk about it and draw penguins constantly so I can assume it is something they are interested in and excited to play.  Wikipedia's entry on Club Penguin says it is an MMORPG (massively multiplayer online role-playing game) that allows children to play games in a virtual setting.  Because Disney published this game with the intent of children ages 6-14 to use it, it is very focused on child safety.  The fact that businesses are creating online games targeting children is a great thing because the more educators embrace the use of them in the classroom, the more games will be focused on the educational market.  Therefore, the reciprocal relationship between technology and education is a new but flourishing connection that can be nourished by our willingness to transform education and be innovative in the classroom.

  

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