Thursday, February 27, 2014


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.

1 comment:

  1. Like that you included some of the 'edutainment' ideas - too bad you didn't get them hyperlinked nor get the YouTube video embedded. :( You wrote about some great ways to include gaming into the classroom - what do you think about gaming as a future teacher? Remember to spend more of your writing on reflecting - your thoughts/reactions/ideas, etc for future posts.

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