Thursday, February 10, 2011

Web 2.0: Today's Technologies, Tomorrow's Learning

In their article, Web 2.0: Today's Technologies, Tomorrow's Learning, Jennifer Groff and Jason Hass use examples of real teachers and their experiences to illustrate to their readers the value of modern technology in the classroom, and to attempt to persuade readers to consider exploring and implementing some of these new resources at hand. Groff and Hass are both researchers at MIT's Education Arcade, where they extensively look into new technologies and educational tools, and how to bring such tools into the learning experience for teachers and students. Throughout the article, they promote three key vehicles of technology that can be used for academic purposes: social networking, simulations, and digital games. Spotlighted in the area of simulations is middle school science teacher, Hal Scheintaub. Scheintaub favors an MIT-developed program called Starlogo: The Next Generation, which allows his students to experience phenomena that would otherwise be impossible to learn through a hands-on approach, such as evolution or forest fires.

(Groff & Hass, page 2)

One example of a digital game that I found particularly interesting is Ayiti: The Cost of Life. In this game, students start from scratch with a family on the island of "Ayiti." It is the student's job to help their family make choices in careers, housing, education, finances, and other aspects of life. Just like in "real life," the students are faced with certain financial restraints and other barriers that often times require that judgment calls and sacrificial decisions be made to ensure the general well-being of each member of the family. I think that this is a great way for children to develop their problem-solving skills, while being introduced to what the "real world" is really like and what they can expect to face when they start their own lives and families. Simulations and games such as these can provide students with a profoundly valuable learning experience, both for school and for life outside of school.
(Groff & Hass, page 3)

When I become a teacher, I would love to bring games, simulations, and activities such as these into the classroom. As I was reading about the simulations portion of this article, the first thing that came to mind as far as how I could take advantage of this kind of technology was the idea of doing virtual "dissections." From my own experience, I have seen the problems that arise when doing real-animal dissections in the classroom. Besides the standard complexities of having to get parent permission for the dissections, ordering numerous preserved frogs or other organisms, and trying to get students to overcome their aversion to the smell of formaldehyde and prodding around the inside of an organism, my science teacher also had to deal with the public and disruptive protests of a girl who refused to participate because she believed that dissections were a violation of animal rights. An easy way to avoid all of this and still provide students with an engaging biology lesson would be to use interactive simulations that would allow students to "dissect" and learn about an organism on the computer. Furthermore, each organ or part of what is being "dissected" may offer quick and easy facts when clicked on.

In this day and age, we are lucky enough to literally have the world at our fingertips. Why not take full advantage of that as teachers? Students could get so much more out of the learning experience if they had the opportunity to be engaged in social networking, virtual simulations, and digital gaming. As an elementary school teacher, I could use Club Penguin to create a social network for my class. Other grade levels could use Ning, which is comparable to Facebook. Interactive simulations and digital games such as Muzzy Lane's Making History or Diplomacy are excellent ways for students to learn about history, as well as problem-solving and conflict resolution techniques that can be applied to real issues in their own lives. These examples and more are ready and waiting to provide students with a top-notch and engaging education. It is our job as teachers to explore what is out there, collaborate with other teachers, reach out for additional technical support, and give our students the opportunity to use the amazing resources available to them so that they may attain the best education possible.

The social networking resources mentioned in this article allow students to collaborate with their classmates, as well as with their teacher to enhance their own learning and help enhance others' learning as well. This fulfills NETS standard #2: Communication and Collaboration. With their interactive activities that allow students to choose from numerous options, explore different cause and effect scenarios, and develop problem-solving strategies, simulations and games fulfill NETS standard #1: Creativity and Innovation, and standard #4: Critical Thinking, Problem Solving, and Decision Making.

2 comments:

  1. Tatiana Pluma

    I agree that games can bring a great advantage into education besides the fact that it is fun for students to play, it makes the students more motivated to learn. I agree with that virtural dissection of a frog or other animal on the computer because not all students are comfortable dissecting on a dead animal. Games that enlighen a lesson will engage students to learn and be intereactive. I remember when I dissected a fron in high school and the smell was horrible I would have much rathered do it on a virtural program.Virtural games also met the net standard of Research and Information because they are using a tool online for educational purposes.

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  2. I comepletely agree that the web is used for all sorts of purposes including academic and social networking. The examples you provided about the different activities were what interested me the most. Creating a way for students to learn more in depth topics by participating in different virtual lessons is a fabulous idea to use in classrooms. They can take what they learn and apply it to real life experiences and be able to broaden their knowledge through the use of a fun and educational game. It defintily represents the NETs Standard of Creativity and Innovtion because they can apply their existing knowledge to generate new ideas, products, or processes.
    Mackenna Lohrman

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