Sunday, July 19, 2009

Simulations in Education

Simulations in Education

http://en.wikipedia.org/wiki/Instructional_Simulation

 

            Simulations are some form of reality that can be used to teach information or learn information.  There are three types of simulations: live, virtual, and constructive.  Both the live and virtual models are used to teach a specific subject, more like a class or a training session.  Constructive simulation can be used to predict the outcome of a certain event like the stock market.  Simulations can be positive to student learning because it can teach specific facts, it is goal oriented and students can choose what and where to learn. 

            The most common types of simulations are virtual or e-learning.  Many schools (mostly colleges and alternative school setting) are offering virtual classes for students to take.  These classes offer the professor giving the course material in a virtual setting that the students can access on the television or computer.  This can be very useful for students that need to have more choice in when and how they learn.  The problem with this, is that students need to be engaged with student-centered tasks.  It may be harder for students to focus when there is not a live person holding them accountable.

            Another very popular version of virtual learning is WebQuests.  WebQuests are student centered where the student can pick their exact learning from a teacher selected task.  Students will use the WebQuest to find information and complete a teacher generated task. 

            Simulations can be useful in the classroom if: the content is based on standards, the task is hands on,  the tasks focus on critical thinking skills, the task offers time management support, and allows communication between teacher and student and students to student.

            Having taken online classes and having used WebQuests in my own classroom, I can see a lot of positive benefits of simulations.  I think that it is important to meet every students needs in the classroom by offering differentiated tasks.  I think that allowing simulations to be used by some (if not all) students is a great way to meet the needs of a ever growing diverse group of learners.  

Digital Games in Education

Digital Games in Education:  The Design of Games-Based Learning Enviroments

Journal of Research on Technology in Eduation, 2007, 40(1), 23-38

Begona Gros

 

            This article looks to understand the current uses of video games and how video games can be used to improve student learning environments.  This article goes back and forth on the merits of video games in education  Much of the current research focuses on student interest in playing games and not how the quality of a game can effect student learning.  Most of the research has been done within the last five years. 

            Video games, when created with education in mind, can have positive effects on student learning.  As stated in the article, video games in the classroom can: promote challenges, cooperation, engagement, and problem solving skills.  Video games can also teach students to be both verbal and visual.  Video games have many things going on at the same time, which can prepare students for using science and technology later on in life. 

            Some of the downsides of using video games in education is that they take a long time to create and long time to educate teachers on how to use them.  Once teachers understand the game, it still takes roughly 15 hours for the students to learn and understand how to play the game (of course there may be some positive learning with that).  Also, the current studies have not taken into account the differences between students.  Differentiation in the classroom is a hot topic and requiring all students to play video games as a means of learning may not be the best approach for all students.

            Overall, video games may have some positive effects for student learning if the games are creating with learning in mind.  The games can only teach what they are created to teach.  Some students may not benefit from games and the time taken away from overall learning in the classroom just to teach the game may not be worth the learning the game offers.

Saturday, July 11, 2009

Online video resources for educators

http://www.pbs.org/teachers/

 

Resources:

Videos are broken up by grade level: Pre-K, K-2, 3-5, 6-8, 9-12.  Teachers can sign-up to be members where they can access and share resources and communicate with teachers in other communities.  There are games that teachers can access if they have interactive whiteboards.

 

Usefulness:

Teachers can access any program or video offered on PBS.

Can go to http://videoindex.pbs.org/main/index.asp to access over 360 movie titles for the classroom.

 

Pros:

Offers games, videos and shows from PBS.

Shows have kid rating points.

Resources for parents on child education.

 

 

 

Cons:

Videos are slow to download.

Videoindex page was having technical difficulties when I was trying to search.

Need to have a log in to access videos.

 

 

Saturday, June 6, 2009

21st century learner

 

            The 21st century classroom of the future would be a place where students and teachers work together to solve problems, think critically and collaborate to gain new information.  The classroom would have a variety of technology hardware and software available to all students throughout the day. 

            During a typical day, students would be highly engaged in the learning.  The subject matter is relevant to the students interests yet meet the states standards.  Throughout the learning process, students would be expected to work together to solve problems.  Students would be able to access the internet and various software to work through the problem presented by the teacher.  The students would communicate throughout the learning process with other students and teachers.  Students would then present information learned to the class, school, or broader community.

            Lessons would be project based and would integrate curriculum across many subjects with a focus on math and science.  The projects are real world based and will prepare students for future careers. The focus is on understanding as opposed to memorization.

Saturday, May 2, 2009

Cell Phones in Classrooms

Blog: Electronic Policy

 

         The current policy at my school is that all personal items should be left at home and not brought to school.  This policy includes cell phones. 

         At the first grade level, I do not encounter students bringing cell phones to school.  I have heard from my students that a few of them own cell phones but I have not seen them or heard them. 

         After researching ways to use cell phones in the classroom, I see that there are some great ideas about integrating cell phone cameras into lesson plans.  I like the idea of using a digital camera in the classroom, but I do not think I am ready to allow cell phone use in the classroom just to be able to take pictures.  At least at the elementary school level, I think that students should leave their cell phones and electronic devices at home.  

Saturday, January 17, 2009

Graspr-school based uses

I was intrigued by the description of the website Graspr that claims to have "how to" videos.  I found the section under education and then went to elementary.  I found some videos about colors and telling time, but I also found many that could be inappropriate for the classroom.  I like the idea of introducing students to how to videos, but I think that this sight needs to have many more videos before it can be really useful.  The best bet might be to create your own videos using your classroom to help educate others.