Simulations in education have become popular due largely to the fact that more universities offer virtual classes. The opportunity to simulate the experience virtually helps to replace the experience that traditional students have. In order for simulations to be educational or instructional they must focus on facts, concepts or applications and be goal oriented. In a simulated experience, the learner will be able to explore or experience a situation that is not necessarily available to them. Simulations in driver's ed class made it possible for a classroom of 15 year olds to get hands on experience without any of the risk that generally goes along with new drivers. Unfortunately, these simulated experiences are not necessarily beneficial unless there is an instructor or some other outside source to identify key learning elements. Without this key point, simulations may be just experiences.
Distance learning courses have a need for these simulations, and general education classes could also see the benefits. Like all things in education, we must put all the pieces in place to ensure that what we are doing is effective and measurable. Specific learning targets set in place before the simulation takes place in a necessity for optimal outcomes.
Sunday, July 19, 2009
Games in education
The 21st century student does not learn in the same way that I did. Students today need more than just core content to make it in the real world. Video games may be a way to enhance student learning. Games have been present in schools for years, but currently the games students can choose from offer much more than those of the past. One huge benefit of games in the classroom is the important role they play in offering an introduction to the virtual world, which can help to develop the way students interact with technology. Also, digital games are user-centred; they can promote challenges, co-operation, engagement, and the development of problem-solving strategies.
A huge problem with games in the classroom is that the concept of using games to teach, not just as a skill and drill tool, is relatively new for most teachers. These same teachers are not skilled themselves in these games and are not able to take on the leadership role that most "digital immigrant teachers want to assume. In order for games in school to be successful, the games need to be accurate in terms of content, and teachers must be supported and encouraged in this new area.
We already know that students are using technology to play games, and that traditional school is becoming more of a passive activity for today's students. Games can offer students skills that are lacking from our educational system. Games can offer motivation and enjoyment. They provide self gratification and a form of play.
Used correctly, games in education offer huge benefits, and getting to the place where using games as an effective tool in the classroom is certainly a goal to strive for. The skills children develop by playing games can provide them with basic skills for computer literacy, and can help to prepare them for science and technology. Research does show that games in education usually benefit the less skilled players in the area of content learning, but the attention skills were better developed in the more skilled players.
Overall, like anything, games have a place in education but there needs to be a balance. With such a relatively new concept, more time is needed to experiment with the process and research the outcome.
A huge problem with games in the classroom is that the concept of using games to teach, not just as a skill and drill tool, is relatively new for most teachers. These same teachers are not skilled themselves in these games and are not able to take on the leadership role that most "digital immigrant teachers want to assume. In order for games in school to be successful, the games need to be accurate in terms of content, and teachers must be supported and encouraged in this new area.
We already know that students are using technology to play games, and that traditional school is becoming more of a passive activity for today's students. Games can offer students skills that are lacking from our educational system. Games can offer motivation and enjoyment. They provide self gratification and a form of play.
Used correctly, games in education offer huge benefits, and getting to the place where using games as an effective tool in the classroom is certainly a goal to strive for. The skills children develop by playing games can provide them with basic skills for computer literacy, and can help to prepare them for science and technology. Research does show that games in education usually benefit the less skilled players in the area of content learning, but the attention skills were better developed in the more skilled players.
Overall, like anything, games have a place in education but there needs to be a balance. With such a relatively new concept, more time is needed to experiment with the process and research the outcome.
Saturday, July 11, 2009
discovery education
Today I spent some time exploring the site Discovery Education. There are tons of different aspects to this site; products and services, classroom resources, home resources, professional development, and a store. This includes lesson plans, curriculum materials and other tools for both teachers and students. Discovery Education streaming has lots of streaming video clips at its core. Some of these videos come from Discovery Channel. Other contributors include Scholastic, the BBC, PBS and NASA. All in all, the basic package has content from more than 150 educational producers. The clips are aligned to K-12 national and state curriculum standards. Many are organized according to themes, and teachers can search for relevant clips by keyword, subject, grade level and curriculum standard. There's also more than just video in the Discovery Education streaming package. Some of the other tools include quiz builders, writing prompts, editable videos, and a Discovery Education Network. In addition, teachers get access to tools to keep things organized, such as a calendar, a grade book and an assignment builder.
Overall, this site has lots of potential for use in the classroom, and would be a great tool to have in any classroom.
Overall, this site has lots of potential for use in the classroom, and would be a great tool to have in any classroom.
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