97-2003 Presentation

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97-2003 Presentation

  1. 1. A PowerPoint Presentation by Martha Finley
  2. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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

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