2. Slides 3,4,5: The Next Generation of Educational Engagement
Slides 6,7,8: Students Want More Use of Gaming Technology
in Schools
Slides 9,10,11: Preparing Teachers To Use Learning Objects
Slide 12: Conclusion
Slide 13: 3 “a ha” Moments
Slide 14: APA Citations
3. “While it is commonly accepted that information technology has
changed how we work, live, learn and entertain, we may
overlook the impact that IT has had on our learners.”
Oblinger, D. (2004). The Next Generation of Educational Engagement.
Students have been influenced by information technology. They are
accustomed to operating in a computer friendly environment for
gathering and analyzing information and communicating.
4. Technology has become a natural part of students’ life. Through cell
phones, texting and email they are constantly in the know.
Students’ aptitudes and behaviors have been shaped by a media-rich
and IT environment.
Today’s students life experiences are quite different then those of
previous eras.
Marc Prensky estimates that by the time an individual reaches 21 years
of age they will have spent:
o 5,000 hours reading
o10,000 hours playing video games
o10,000 hours on the cell phone
o20,00 hours watching TV
5. Technology has become a part of our lives. Most people own at
least one home computer. Children are exposed to
computers and computer games at a very young age.
Many students have an account through My Space, Face Book,
etc. This generation is known as the lap kids generation
because they are always texting.
Cell phones has become so popular that elementary age
students have them.
6. “Reveals this year that online or electronic gaming is one of the
technologies that students use most frequently, and that
educational gaming is one of the emerging technologies that
students would most like to see implemented in their
schools.” Converge.(2008). Students Want More Use of Gaming Technology in Schools.
64 percent of students in grades k-12 say they play electronic based
or online games regularly.
7. Students of all grade levels on average are playing electronic games
about eight to 10 hours a week.
For students in grades 3-12 more than half would like to see more
educational gaming in their schools.
Students are interested in education gaming because games make it
easier to understand difficult concepts.
Students are interested in using gaming for practicing math and
science problems.
8. Since time has change and technology is the leading source
of everything, I think gaming should be a part of education.
As a parent I would like to see my children in the know and
technology offers them that. My children’s school offers
computer games as apart of their curriculum.
Studies show the use of educational gaming technology
improve students’ behavior and academic performance.
9. “Teachers play important roles in technology-rich classrooms,
making decisions that significantly affect students’ learning.”
Bratina, Hayes, and Blumsack. (2002). Preparing Teachers To Use Learning Objects.
• Teachers should encourage their students to use computers in
conjunction with learning objects. Students can gain more from
computer-based lessons than from other instructional methods.
10. • Teachers should be given additional training to help their skills in
selecting, creating and implementing non-digital and digital
learning objects.
• We should encourage educators to use technology to improve their
teaching and their students’ achievement and behavior.
The application of the electronic-learning device should blend with
other aspects of a lesson.
Teachers need to ensure that their use of learning objects remains
informed by the specific goals of the course.
Playing can also be productive.
11. I think technology may be hard for aged teachers if they do not keep
up with it. Most teachers want the best for their students and it is
up to them to take continuing educational courses to keep up with
new technology.
Students and parents rely on teachers to educate students. It would be
at the students’ disadvantage if teachers do not stay updated with
technology.
12. Our notions for how people learn have evolved over time. Rather than
a response to reward or punishment, we have begun to view
learning as something that is constructed, an active process in which
the learner develops his or her own understanding by assembling
facts, experience and practice.
Technology can be used by teachers to build on the broad interests
and abilities of their students. Teachers can create research projects
that require the use of technology and help students see the
connections between academic subjects areas. Some educational
games have the ability to hold the attention and interest of the
student for longer than more traditional teaching.
I believe the use of computers games for educating can help develop
skills important to students in this technology driven society.
Students who cannot use computers will be at a disadvantage when
they enter the job market.
13. 1. “An increasing number of faculty are using games as enhancements
to the traditional learning environment with encouraging results.”
Oblinger, D. (2004). The Next Generation of Educational Engagement. It is nice to know
that gaming is being implemented in schools with encouraging
results. More schools should implement gaming in their
curriculums.
2. “The technology that students most wanted to see in their
classrooms was a personal laptop for each student.” Converge. (2008).
Students Want More Use of Gaming Technology in Schools. Laptops are becoming a
requirement for some universities. I believe in the near future they
will be required in middle and high schools.
3. “According to research, making the priority higher for supporting
teacher technology training is a more effective strategy for the
appropriate use of educational technology.” Bratina, Hayes, and Blumsack.
(2002). The Technology Source Archives. I agree with the research. Teachers will
be more likely to use the technology if they knew how to use it.
14. Oblinger, D. (2004). The Next Generation of Educational
Engagement. Journal of Interactive Media in Education, Special Issue
on the Educational Semantic Web [www-jime.open.ac.uk/2004/8].
Retrieved December 7,2008 from The Next Generation of
Educational Engagement.pdf
Converge Online. (2008). Students Want More Use of Gaming
Technology in Schools. Retrieved December 7,2008 from Students
Want More Use of Gaming Technology in Schools.mht
Bratina, T., Hayes, D. and Blumsack, S. (2002). Preparing Teachers
To Use Learning Objects. The Technology Source Archives at the
University of North Carolina. Retrieved December 7,2008 from The
Technology Source Archives - Preparing Teachers To Use Learning
Objects.mht