Tuesday, May 17, 2011

Using Contemperary Instruction to Teach "Digital Natives"

The world is becoming very technology driven. According to Schools Use of Games for Learning and Assessment, schools should not ban cell phones and computers from kids. (Ellis, 2007) This statement is a hard fact for teachers to come to terms with that have been in the career for many years. The use of games for learning and assessment in the classroom is highly effective in channeling positive energy in elementary aged boys.
The use of technology in learning forces students to make decisions. Instead of the teacher providing all the answers students are required to think outside the box and come up with an answer on their own. When students are able to be directly involved in the creating of their learning it makes school more exciting for them. For example, in “Digital Youth Portrait: Sam” Sam plays World War Craft. This game allows her to work with other people and strategize to figure out how to solve problems. (Bidleman, 2009) All of these skills are under the “Evaluation” heading on Bloom’s Higher Level Thinking Model.
Incorporating the use of games for learning and assessment caters to the students preferred mode of learning. When a teacher allows their students to work in their preferred modality the student is able to produce the highest quality of work possible. The teacher is also able to group the students into different ability and interest groups. This will make differentiation very effective while also engaging the students.
I believe the benefits of technological integration far out way the pitfalls. Students are very technologically savvy and when we cater to that desire we will have tremendous success. As a teacher I think project assessment is very important and if all of my students were able to work from their own personal laptop and produce a game on their own, their products would be incredible. However, there are also pitfalls to this integration. One pitfall being the training that goes behind integrating technology in the classroom. Another pitfall of technology in the classroom is students viewing information that is unnecessary. For example, when doing a research project a teacher would have to pre-select websites that their student could use, which is very time consuming. Finally, a third pitfall of using technology in the classroom is the threat of cyber bullying and inappropriate materials are at the student’s fingertips. This makes the teacher liable for all the content the students see.

Resources Used
Bidleman, C. (Producer). (2009). Digital youth portrait: sam. [Web]. Retrieved from http://www.edutopia.org/digital-generation-profile-sam-video .
Ellis, K. (Producer). (2007). Schools use of games for learning and assessment. [Web]. Retrieved from http://www.edutopia.org/computer-simulations-games-virtual-learning-video.
Roblyer, M.D, & Doering, A.H. (2010). Integrating educational technology into teaching. Boston: Pearson Education Inc.






1 comment:

  1. You make a really good point in your comment that 'The use of technology in learning forces students to make decisions. Instead of the teacher providing all the answers students are required to think outside the box and come up with an answer on their own.' I too agree that this is definately a benefit of the integration of technology within the classroom. During classroom observations, at times I become exhausted myself listening to the instructor field questions and replying to the same comments over and over. I have often thought to myself how beneficial online programs could be in helping save both time and the teacher's sanity...

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