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Technology in the Classroom

Technology was not my strong suit coming into the program.  Yes I could do the basics with Microsoft Word and Powerpoint, but that's pretty limited compared to how much I know now.  The ideas of a flipped classroom through mobile learning or project based learning sounded amazing, but no one had explained how to implement it.  I have now found how great incorporating gaming into learning can be!  From quick games like Quizlet to study vocabulary terms to games that allow students to see how we are impacting the Earth science has become a real gaming environment in room B10 (my classroom).  This week for instance students are completing Web-quests through Google Classroom.  One of the links will take them to a game where they make choices that change our environment.  These choices will show them how humans are greatly influencing climate change.  This simple computer game changes the students being in the crowd to on the field of their own learning.  Can't wait for the game next week where they change the temperature and humidity to see what weather events occur!

Additional Resources:
Cantonal, E. (2012, January 12). The 10 Best Schools for Serious Gamers. News on Relevant Science. Retrieved from http://newsonrelevantscience.blogspot.com/2012/01/10-best-schools-for-serious-gamers.html
Chinthakunta, K. (2016, May 23). 5 Benefits of Game Based Learning. CommLab India Global Learning Solutions. Retrieved from http://blog.commlabindia.com/elearning-design/game-based-learning-benefits-infographic
Gee, J. P. (n.d.) Good Video Games & Good Learning. Retrieved from http://www.academiccolab.org/resources/documents/Good_Learning.pdf
IGEmp. (2012, January 24). How Video Games are Changing Education. Visually. Retrieved from http://visual.ly/how-video-games-are-changing-education-1

McGonigal, J. (2010, February). Gaming can make a better world. TED Talks. Retrieved from https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world

Shaffer, D. W., Squire, K. R., Halverson, R., and Gee, J.P. (2004). Video Games and the Future of Learning. Retrieved from http://www.academiccolab.org/resources/gappspaper1.pdf 
Zahir, J. (2011, March 27). Integrating Tech through Video Games. TED Talks. Retrieved from https://www.youtube.com/watch?v=RCi3Tp-mCLo&feature=related

“A spoon full of sugary games makes the bitter pill of education go down” (Zahir, 2011).  That quote really stuck with me as I read about educational gaming this week.  Out of the four main resources I used to learn about the topic of educational gaming I found many different game learning principles that I plan to incorporate into my science classroom.  As a content area science teacher I believe that the major problem with education as pointed out in Gee’s article is  that “students taught under a regime cannot actually apply their knowledge to solve problems or understand the conceptual lay of the land in the area they are learning” (Gee, p.3).  Application is the highest level of learning and

 

From all of the articles and videos I viewed overall I would define educational gaming as “aiming to develop students’ abilities to find creative solutions to problems, fostering critical and independent thinking while working in a team setting and taking full advantage of technology“ (Best Colleges Online, 2012).  This isn’t an exact definition, but with all of the different learning principles that compose educational gaming it is a great start! 

 

There are many learning principles and characteristics in educational gaming, but I’m only going to point out the ones I find to be the most important and interesting: 

Jane McGonigal, 2010- Gaming Can Make a Better World:

  • Motivated to do something that matters to collaborate and cooperate

  • Deep concentration & focus

  • Urgent optimism- desire to act immediately to attack an obstacle, extreme self motivation

  • Tight social fabric- like people better, trust them, build bonds

  • Blissful productivity- happier working hard

  • Epic meaning- awe inspiring missions

  • Super empowered hopeful individuals

James Paul Gee- Good Video Games and Good Learning

  • Players are producers, not just consumers (p.5)

  • Take risks, explore, get up and try again when you fail  (p.6)

  • Pleasantly frustrating- doable but challenging (p.9)

 

This week in one of my other courses we focused on vocabulary instruction.  Well James Paul Gee also talked about learning new vocabulary in his paper.  He says that “situated meanings are when people only know what words mean and learn new ones when they can hook them to the sorts of experiences they refer to such as actions, images, and dialogues” (Gee, p.8).  This is so relevant to teaching students new words in the classroom.  Teaching vocabulary out of context with just the definitions doesn’t help them remember or understand the new word.  Through the situated meanings they can remember the words through the hands on experiences in the classroom where they will increase their likelihood of remembering it.

 

I loved the idea that the Best Colleges Online article gave through one of their schools.  They said that their students “stay focused and engaged in their learning by simply giving them a little down time once they achieve tasks” (Best Colleges Online, 2012).  They stated that by giving the students timely breaks that they stay more on task when they are working on schoolwork.  I think this idea can be incorporated into any class no matter whether they support the educational gaming ideas or not!

Educational Gaming

 

Web 2.0

Web 2.0 is about “taking what’s already out there, what’s free and available right now, and fitting it to match your needs” (Riedel, 2010).  It has changed from just reading what is out there on the Internet to interacting with other people and adding to what they have to say.  “Average, everyday people can not only read information, but write as well” (Davis, 2009).  Interactions through Web 2.0 include the use of social networking sites, YouTube, and even Wikipedia.  The “user produces the content” through Web 2.0 (DavidEPN, 2008).  Today though we are moving into Web 3.0.  The Internet is becoming intelligent and omnipresent (DavidEPN, 2008).  This type of web is becoming more present while being less visible as it learns to cater to our needs through multiple sources linking their information.

 

“We call websites that bring us back to use them continually, ‘sticky’ web pages” (Davis, 2009).  Facebook is just one of those continually visited sites.  “The most highly trafficked sites allow their sites to interact with other sites and allow readers to comment and communicate with other readers” (Davis, 2009).  The side bar on Facebook doesn’t just guess really well, it is keeping track of the sites you visit and posts those as ads for you to see daily.  Many sites like social bookmarking sites, photo sharing sites, and blogs that were listed are not as popular today though.  Twitter, Instagram, and Pinterest have replaced them.  These little ideas that didn’t get the huge crowds were recreated into major apps that are used by millions all over the world! 

 

Today our apps update us on the news.  I had to delete my CNN app because the 24/7 news cycle was just too much for me.  Instead of using online readers and subscribing to different blogs and news sources you can just use an app or have the news emailed to you.  I used the Skimm, which emails me every day.  Many people use Twitter because the different news and posts show up on their feed with links that they can read more about if the tweet catches their eye.  These are the new ways of subscribing or getting the news automatically. 

 

Resources Used:

 

Riedel, C. (2010, January 10). Enhancing Instruction with Web 2.0. Retrieved from https://thejournal.com/articles/2010/01/20/enhancing-instruction-with-web-2.0.aspx

Common Craft. (2007, April 23). RSS in Plain English. Retrieved from https://www.youtube.com/watch?v=0klgLsSxGsU&list=PL71B91F8A10DC12DE&index=2&feature=plpp_video

DavidEPN. (2008, September 28). Evolution Web 1.0, Web 2.0 to Web 3.0. Retrieved from https://www.youtube.com/watch?v=bsNcjya56v8&feature=related

Davis, V. (2009, January 9). Basics for beginners what is web 2.0. Cool Cat Teacher Blog. Retrieved from http://coolcatteacher.blogspot.com/2009/01/basics-for-beginners-what-is-web-20.html

Additional Resources:
Borovoy, A. E. (2012, June 15). Five-Minute Film Festival: Learn to Use Web 2.0 Tools. Edutopia. Retrieved from https://www.edutopia.org/blog/film-festival-technology-tool-tutorials
Graham, E. (n.d.). Smore: Web 2.0 Tools for Teachers. Retrieved from
https://www.smore.com/2vff-web-2-0-tools-for-teachers
RSA. (2010, October 14). RSA ANIMATE: Changing Education Paradigms. Retrieved from
https://www.youtube.com/watch?v=zDZFcDGpL4U&feature=relmfu

Mobile Learning

As I sit here in Myrtle Beach, South Carolina doing schoolwork I have come to find out that I am a huge supporter of mobile learning without really realizing it until now.  I am completing a project for my Master’s from the University of Georgia while living in Augusta and preparing to move to Virginia in two weeks.  As crazy as this all sounds it works out great all thanks to mobile learning.  I am able to participate in distance learning because I can be anywhere in the world (with internet) and work on my assignments at any time of the day (which I appreciate as a natural night owl).  This program has allowed me to create a student centered learning environment for myself through the use of media and intertextuality.  I learn by reflecting and connecting a multitude of resources (articles, dissertations, research papers, blogs, and videos) that are truly applicable to my role as a teacher.  I would recommend this to anyone wanting to get a degree without the brick and mortar environment.  Don’t think you won’t be interacting with people either though because the program even has a very interactive environment where we work on projects collaboratively online (asynchronous) and meet synchronously for discussions. 

 

Definition: Mobile Learning- “the intersection of mobile computing (the application of small, portable, and wireless computing and communication devices) and e-learning (learning facilitated and supported through the use of information and communications technology)” (Corbeil, 2007).

Major Pros in 3 Words: Accessible, Portable, & Flexible

 

The mobile communication/computing devices that were described in the article are have been combined today.  My smart phone (an IPhone 5, which is very old by today’s standards) is made up of a telephone, iPod, PDA, e-book reader, email, and social networks.  Now I don’t have to carry around over four devices.  This is a mobile device that allows me to communicate and access almost everything I need for school and whatever else I need.  The only downside would be the price, but with phone plans today it is becoming possible for everyone to own a smart phone of any type. 

 

Fun Fact: I learned today that I am a “digital native” because I am use to “twitch-speed, multitasking, random-access, graphics-first, active, connected, fun, fantasy, quick pay-off world of video games, MTV, and Internet” (Corbeil, 2007).  Are you a digital native as well?

Resources Used:

Corbeil, J. & Valdes-Corbeil, M. (2007, January 1). Educause: Are you ready for mobile learning? Retrieved from http://er.educause.edu/articles/2007/1/are-you-ready-for-mobile-learning

Additional Resources:
Adams, D. (2013). 88 Best iOS Apps for Mobile Learning. Retrieved from http://www.bitrebels.com/apps/88-mobile-learning-apps-infographic/
Dunn, J. (2014, July 14). The Busy Educator's Guide to Mobile Learning. Retrieved from http://dailygenius.com/busy-educators-guide-mobile-learning/?crlt.pid=camp.nQ8OgGwjEKfx
Mueller, G. J. (2014). The 5 R's of Mobile Learning. Retrieved from
https://www.pinterest.com/pin/497436721319853834/
Here is the link to my Pinterest Board for this project as well:
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