Sunday, February 12, 2017

Digital Blog Post #E - Problem Solving, Software, Apps and Games!

One of the most interesting things my ten year old niece told me about her school and classroom is the fact that they only go to the computer lab so often. Having attended middle schools to observe classes, I've seen the extent to which technology has infiltrated classrooms. I watched as students followed Power Point presentations with computers at group desks. And I noticed that though much has changed, much has also remained the same. But because of this course, and because of the many changes I've learned about in the technological landscape I was surprised that the technology she uses is limited. That, I believe, is necessary. But one of the most intriguing things is the fact that much of her homework requires the use of a computer, which means students without internet access or the proper technology are at a heavy disadvantage for academic success.
I digress - the point I was getting to was the fact that applications of smart phones and educational games on computers and laptops are the way of the future in education. I have seen, in my own K-12 experience, the way students bypass computer security systems and find themselves in front of any game they like. While this situation is compromising and upsetting from a teacher's perspective, I believe it is something we can utilize rather than villainize. Though disciplinary action is necessary when students deliberately abuse technology or disobey the instructor, the will to play is distinctly human. If we can channel the very real desire to have fun into the discovery process that students have always loved, we may be able to achieve higher rates of knowledge retention and overall success amongst students.
Cartoon on Tech's Educational Influence
The cartoon featured above is what I created based upon a section I really enjoyed in this chapter. It goes into the difference types of learning that education can enhance - in the scenario I describe, a student learns at a lower level in the beginning panel. He gets the information, but through technology he learns to dissect it, and discuss it. The higher level thinking technology can allow for is undeniable. And the fact is, it can allow for a much greater access to various sources and opinion on any given topic. Another aspect of the higher learning that fascinated me was the dynamic aspect in games - according to the study cited by the text, students need experiences which challenge them and offer them something new each time they play an educational video game,
Another really wonderful topic the textbook introduced me to was the resources selection for teachers. I've only begun my schooling on education and this technology class has introduced me to many concepts I'd never heard of before. EvaluTech is a review service which offers 10,000 software reviews, not to mention lesson plans and policy developments. And the book goes into various types of software to aid in problem solving at this point. The obvious programs of choice for teachers are Microsoft Word and Excel, but there are others which might be incorporated into the learning environment. The important thing about the technologies is the effort to instill an environment conducive to critical thinking and inquiry based learning. The way we compose and organize information is fundamental to the working environment, and preparing students to use those technologies in the future is important. But creative software ventures can be used for seemingly infinite applications. Take, for example, the ever popular Minecraft game. It can be utilized for play, as well as instruction. A teacher could create an entire lesson set within the game and the students could play through that to gain new knowledge while collaborating and solving their problems as a team.
Finally, the strategies one must use while employing educational games are vital if a teacher is to be successful in the effort to foster critical thinking and a true learning environment. The strategies listed by the book are fairly common sense but necessary to keep in mind when venturing into those more entertaining ways of educating young students. The minimization of use is always good to keep in mind - games which have limited educational prospects, or which do not utilize those parts of the game must be used sparingly. Those games that do find their way into the curriculum must be strictly monitored and in some cases, shaped toward the purposes of the lesson plan. Discussing what the games mean and why they are useful in the classroom is another good idea. Students are often smarter than their teachers realize - when given the information, they can often be trusted to a greater extent than initially expected. And the last aspect to keep in mind is the idea that teachers can participate in the games as well. If a teacher becomes actively engaged in the game and the lesson, students are more likely to focus their attention on the goals of the class and not just the goals of the game.
The applications of technology in the classroom, and particularly the idea that play might not only enhance learning, but be play a vital role in the educational process, are incredible and exciting in the future of teaching!

Resources

Maloy, Robert, Verock-O’Loughlin,Ruth-Ellen, Edwards, Sharon A., and Woolf, Beverly Park (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education, Inc.

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