Journal Post #7
Chapter #7
Learning Outcomes
Question #1
Discuss how technology generates problem solving and inquiry
learning among students.
As
teaching methods, problem solving and inquiry use real world issues and
situations to engage students. A problem solving framework asks to: understand
the problem, use solving strategies, and check answers or results. Many real
world problems are ill-structured and defy straightforward solutions.
Digital Dialog
Can you
think of a teacher you know who is both appropriately engaging and
entertaining? How might teachers successfully engage and teach students through
the use of edutainment?
I personally can’t think of one at
the top of my head but I have heard of a lot of teachers that are using new
technology in the classroom. And how can they not when we see that most all
students are engaged in technology, it’s part of the new generation.
Smart Songs , Sesame Street, and Bill Nye the Science Guy are examples of shows that use music and video to teach topics like math,
science, and history. Using music to aid memory dates back to the passing of
ancient oral traditions, including the Iliad and the Odyssey. Much of what edutainment can offer through audio and video especially,
is accessible over the internet on platforms such as YouTube. These are some videos/shows that can be shown in classrooms
as part of a lecture, but more entertaining than just talking to the class.
(Here is an example of
a short video to introduce the atmosphere, for science class, and start
discussion and lesson after)
Summary
“Within debates to rethink
traditional ideas about education and learning and recast educational practices
to meet the needs of twenty-first century learners, some theorists have
advocated that play, far from being merely frivolous, can provide deep,
meaningful learning experiences, and develop creative thinking in ways
unachievable by traditional pedagogies.” (Jeremiah McCall)
Students play computer, video, and
web based games regularly for entertainment, but educational uses are
increasing. I think this is because we are presenting technology in the
classroom and teaching students to use it for learning as well. The educational
impacts of gaming remain intensely debated; some educators and psychologists
see little value in games, whereas other researchers believe game playing
supports the development of key intellectual skills.
Digital games for learning are a new
category of educationally themed games that emphasize active learning,
sustained concentration and focus, and innovative approaches to problem
solving. Strategies for effectively using games in the classroom include
minimizing those that teach isolated skills, not choosing games that are solely
based on winning or losing points, discussing game content, and actually
playing the games with the students.