1. +
Emerging Technology
Cami Case
Walden University
EDUC - 6715I - 5
Instructor: Rachel Bordelon
October 17, 2012
2. +
―Students are eager to learn in the
context of real world
issues.Authentic learning
increases their engagement and
the depth of learning (Newmann, Bryk, &Nagaoka,
2001).‖
Lemke and Coughlin (2009, p. 56)
3. +
Benefits of Emerging Technology
•Students can continue learning outside the
classroom.
•Digital-Natives are being fostered in a 21st century
learning environment.
• Parents can be more involved in their child’s
schooling.
•Online Grades allow for no surprises at the end of
the term.
4. + What is currently available?
Tablets: iPads, iPhones, iPods
Internet:
Brain Pop, Manga High, iStation, Cool
Math, Kidblog, Wikis, Delicious, Prezi, Moodle,
eCampus, First In Math, Starfall, PBS Kids,Engrade,
etc.
Computers: Laptops, PC’s, Mac’s
Software:
PowerPoint, KeyNote, Inspiration, Garage
Band, iPhoto, iDVD, iMovie (just to name a few)
Virtual Learning Environments
5. +
Handheld Devices
―Handheld devices have been used
to increase learning —classroom
response systems, participatory
simulations, and collaborative data
gathering—and suggest there are
many more such uses‖ (Danesh et al., 2001; Mandryk
et al., 2001; Roschelle, 2003).
6. +
Online Learning
―Implementing online learning
environments in K-12 classrooms,
requires schools to cultivate new
approaches in how we handle
teaching, learning, and leading in
schools‖ .
Guhlin, M., 2009
7. +
Educational Games
―Games encourage players to think
about relationships, not isolated
events, facts, and skills. In a game
players need to think of how each
action taken might affect their future
actions and the actions of the other
players. In our complex global
society, such system thinking is
crucial for everyone. (Gee, 2005).‖
8. + Educational Games Have
Positive Impact on Student Achievement
―Research has begun to show that games
can have a positive effect on students by
stimulating their imaginations and
curiosities, and promote exploration of
difficult issues and concepts‖ (Hoffman, 2009).
Websites such as Manga High, First In
Math, PBS Kids, Brain Pop, IXL Math,
McMillan – McGraw Hill’s math, iStation, or
other appropriate websites, keep our
students interested in learning.
9. +
Resources
Danesh, A., Inkpen, K., Lau, F., Shu, K., & Booth, K. (2001). Geney:
Designingacollaborative activity for the Palm handheld computer. Proceedings
ofCHI, Conference on Human Factors in Computing Systems. Seattle: WA.
Gee, J. P. (2005). Good video games and good learning. Phi Kappa Phi Forum,
85(2), 33–37
Guhlin, M. (2009). Moodle-izing your education enterprise.
EducationWorld.com. Retrieved September 23, 2012, from
http://www.education-world.com/a_tech/columnists/guhlin/guhlin012.shtml.
Hoffman, L. (2009). Learning through games. Communication of the ACM,
52(8), 21–22.
Kratcoski, A, Swan, K., V’T Van Hooft, M., A. (2005). Uses and Effects of
Mobile Computing Devices in K–8 Classrooms. In Kent State. Retrieved
October 19, 2012, from
https://umdrive.memphis.edu/payers/public/KarenSwan/17.pdf.
Lemke, C &Couglin, E. (2009). The Change Agents. Educational Leadership,
67(1), pg. 54-59