The document discusses mathematical skills and higher order thinking skills (HOTS) in mathematics. It defines arithmetic skills such as addition, subtraction, multiplication and division. It also discusses geometric skills and interpreting graphs and charts. The document then defines HOTS as including skills such as problem solving, reasoning, communication and conceptualizing. It provides examples of each skill and discusses the importance of incorporating HOTS into mathematics teaching to better prepare students. The document concludes by providing suggestions for how to improve students' HOTS through revising textbooks and using open-ended testing.
This document discusses digital resources in education. It defines digital resources as any resource available in a digitized format, such as online collections, scanned images, databases, audio/video files, and storage devices. Digital resources have advantages like being accessible anywhere and easy for students to annotate, but also disadvantages like being expensive to create and update and having technology problems. The conclusion states that digital resources are electronic resources that can be accessed electronically, like e-books and databases, and they have become an important part of modern libraries and education.
The different use and negative effects of computers in education.
P.S. Guys kindly click like if the article is helpful and IF you're going to download the slides/presentation.Thank you.
This document discusses different types of e-resources available through libraries. It defines e-resources as electronic data, programs, or combinations that can include various media types. Some key e-resources mentioned include research guides, electronic books and texts, electronic journals, library catalogs, reference sources, and image databases. Advantages of e-resources are the huge amount of timely and up-to-date information available, while disadvantages include technical barriers, infrastructure problems, skills requirements, and variable quality. Databases and online databases are also discussed, with examples provided.
The document discusses electronic content (e-content), which refers to digital educational content that can be delivered over the internet. E-content includes digital textbooks, videos, presentations, and other multimedia resources. There is a growing trend of switching from traditional textbooks to e-content in schools and universities. E-content has several advantages, such as being easily accessible, reusable, and able to provide multi-sensory learning experiences through images and animations. It can be shared widely and is beneficial for educational organizations and open/distance learning platforms. Common types of e-content include assembled content from various sources and created content developed by teachers and instructors.
1. The document discusses the process of designing and developing e-content using the ADDIE model of instructional design.
2. The ADDIE model consists of 5 phases - Analysis, Design, Development, Implementation, and Evaluation. In the analysis phase, learner needs and goals are analyzed. The design phase involves defining learning objectives and structuring content.
3. In the development phase, a storyboard is created to script the course content. The implementation phase distributes materials to learners. Formative and summative evaluations are conducted in the evaluation phase to assess effectiveness.
SMARTboards are interactive whiteboards that allow teachers to engage students through touchscreen control of computer applications. They were first developed in 1991 and there are now over 1.6 million in use worldwide, popularly in classrooms and businesses. Teachers can use their fingers or pens to write on the board, demonstrate concepts by manipulating objects, and save notes for later review. SMARTboards provide opportunities for distance learning and engaging lessons while allowing all students to participate.
Cyber privacy and strong password protection are important to protect personal information online. Cyber privacy covers protecting personal data, communications, and preferences from theft. To maintain privacy, limit information sharing on social media and use privacy settings. Strong passwords should be unique, avoid personal details, use a mix of characters, and be changed regularly. Enabling two-factor authentication adds extra security beyond passwords. Using a VPN and antivirus software also aids privacy and security.
The document discusses mathematical skills and higher order thinking skills (HOTS) in mathematics. It defines arithmetic skills such as addition, subtraction, multiplication and division. It also discusses geometric skills and interpreting graphs and charts. The document then defines HOTS as including skills such as problem solving, reasoning, communication and conceptualizing. It provides examples of each skill and discusses the importance of incorporating HOTS into mathematics teaching to better prepare students. The document concludes by providing suggestions for how to improve students' HOTS through revising textbooks and using open-ended testing.
This document discusses digital resources in education. It defines digital resources as any resource available in a digitized format, such as online collections, scanned images, databases, audio/video files, and storage devices. Digital resources have advantages like being accessible anywhere and easy for students to annotate, but also disadvantages like being expensive to create and update and having technology problems. The conclusion states that digital resources are electronic resources that can be accessed electronically, like e-books and databases, and they have become an important part of modern libraries and education.
The different use and negative effects of computers in education.
P.S. Guys kindly click like if the article is helpful and IF you're going to download the slides/presentation.Thank you.
This document discusses different types of e-resources available through libraries. It defines e-resources as electronic data, programs, or combinations that can include various media types. Some key e-resources mentioned include research guides, electronic books and texts, electronic journals, library catalogs, reference sources, and image databases. Advantages of e-resources are the huge amount of timely and up-to-date information available, while disadvantages include technical barriers, infrastructure problems, skills requirements, and variable quality. Databases and online databases are also discussed, with examples provided.
The document discusses electronic content (e-content), which refers to digital educational content that can be delivered over the internet. E-content includes digital textbooks, videos, presentations, and other multimedia resources. There is a growing trend of switching from traditional textbooks to e-content in schools and universities. E-content has several advantages, such as being easily accessible, reusable, and able to provide multi-sensory learning experiences through images and animations. It can be shared widely and is beneficial for educational organizations and open/distance learning platforms. Common types of e-content include assembled content from various sources and created content developed by teachers and instructors.
1. The document discusses the process of designing and developing e-content using the ADDIE model of instructional design.
2. The ADDIE model consists of 5 phases - Analysis, Design, Development, Implementation, and Evaluation. In the analysis phase, learner needs and goals are analyzed. The design phase involves defining learning objectives and structuring content.
3. In the development phase, a storyboard is created to script the course content. The implementation phase distributes materials to learners. Formative and summative evaluations are conducted in the evaluation phase to assess effectiveness.
SMARTboards are interactive whiteboards that allow teachers to engage students through touchscreen control of computer applications. They were first developed in 1991 and there are now over 1.6 million in use worldwide, popularly in classrooms and businesses. Teachers can use their fingers or pens to write on the board, demonstrate concepts by manipulating objects, and save notes for later review. SMARTboards provide opportunities for distance learning and engaging lessons while allowing all students to participate.
Cyber privacy and strong password protection are important to protect personal information online. Cyber privacy covers protecting personal data, communications, and preferences from theft. To maintain privacy, limit information sharing on social media and use privacy settings. Strong passwords should be unique, avoid personal details, use a mix of characters, and be changed regularly. Enabling two-factor authentication adds extra security beyond passwords. Using a VPN and antivirus software also aids privacy and security.
This document discusses different types of IT-enabled instructional resources that can be used to assist instruction and enhance learning. It identifies online resources, videos, YouTube resources, animations, and film clippings as different types of instructional materials. Online resources include websites, journals, and blogs that can provide course content if they are reliable sources. Videos and animations can illustrate concepts visually and audio-visually to improve student understanding and memory retention. Film clippings also help teach subjects like science and geography through visually depicting phenomena. The resources discussed aim to engage students through multimedia aids and make abstract concepts more concrete.
E-Learning and Types of E-Learning (Asynchronous and synchronous e learning)AksharaDandgaval
The document provides information on asynchronous and synchronous e-learning. It defines e-learning as imparting education through digital technologies like the internet, computers, and multimedia. Synchronous e-learning involves real-time classes on set schedules where students and instructors are online simultaneously, while asynchronous allows students to complete lessons independently without strict schedules. Both have benefits like flexibility but synchronous allows immediate feedback while asynchronous lacks instant interaction and motivation. Choosing the approach depends on factors like costs, time, collaboration needs, and instructor availability.
The document discusses the importance of a mathematics library and laboratory in schools. It states that a mathematics library helps to develop good reading habits, independent learning, and problem-solving skills in students. It also promotes self-study and filling gaps left from classroom teaching. A mathematics library needs a separate space to provide immediate access to relevant books and resources and efficiently organize library services for mathematics students. The document also outlines the organization, materials, equipment, functions, and importance of a mathematics laboratory to make mathematics learning hands-on and interesting for students. It recommends setting up a mathematics club to supplement classroom learning and motivate students to study mathematics.
Web 2.0 tools allow users to create, share, and collaborate on content online. The iLearn Virtual Learning Environment is an example of a Web 2.0 tool that teachers can use to deliver course content and enable communication, collaboration, and assessment. Digital resources refer to any content that can be stored digitally and used for teaching and learning purposes.
The teacher effectively summarized the key points of the document in 3 sentences:
1) The teacher welcomed students to the online class about the story "The Adventures in a Banyan Tree" and familiarized them with the textbook topics by showing the cover page and contents.
2) Before beginning the chapter, the teacher built interest by showing a picture collage of man and nature and providing background on haikus, short Japanese poems usually related to nature.
3) The teacher then played a video about nature to engage students and referenced the rare flowering of neelakurinji plants in Munnar to connect the lesson to students' own environment.
The document defines a virtual classroom as a teaching and learning environment located within a computer-mediated communication system where all activities and interactions take place through the computer instead of face-to-face. It lists advantages like flexibility and overcoming distances, and limitations like limited offerings and delayed feedback. Examples of virtual classrooms tools discussed include Second Life, Cisco WebEx, and Horizon Wimba.
Computers have become an integral part of our everyday lives for several reasons: they improve efficiency by saving time, resources, and labor; they provide accurate and reliable results; and they enable communication across distances and sharing of information globally. There are different types of computer systems - non-portable computers like desktops, workstations, and servers which are generally larger and not meant to be moved, as well as portable computers like laptops, notebooks, netbooks, and ultrabooks, and mobile computing devices like smartphones and tablets. Users can be categorized as casual users, SOHO (Small Office Home Office) users, power users, or mobile users, and there has been a trend of convergence where separate technologies are combined into single
- Do not eat or drink near computers, run or play near them, or operate them during storms. Do not open casings or insert metal objects.
- Take frequent breaks when using computers, use antiglare screens, and blink eyes regularly to prevent eye strain.
- Adopt proper posture, take regular breaks, and use back supports and footrests to prevent back and wrist pain from prolonged computer use.
The document discusses several health hazards that can result from prolonged computer use, including physical, mental, and emotional issues. Physically, carpal tunnel syndrome, eye strain, musculoskeletal problems, and sleep disorders are common issues. Mentally, excessive computer use has been linked to increased stress, depression, and even hallucinations in some cases. The root causes are said to include poor ergonomics of computer components, overstimulation of the nervous system, and disruption of circadian rhythms. Solutions proposed include improved ergonomic designs, taking regular breaks, and alternative medical treatments like acupuncture.
Multimedia is defined as any combination of text, graphics, drawings, still images, animation, audio, and video delivered by computer. Interactive multimedia allows users to control elements, while hypermedia provides a linked structure for navigation. Multimedia has many applications including education, training, sales/marketing, displays/kiosks, websites, and entertainment. It provides advantages like enhancing messages, gaining attention, and increasing learning effectiveness. However, multimedia also has disadvantages such as being expensive to create and not always compatible. Common uses of multimedia include entertainment, education, corporate communications, and reference.
What are the advantages and disadvantages of using films in teachingJorge Rengifo
Using movies in the English classroom can be an engaging activity for students that exposes them to real-life language usage, but it requires preparation and organization. Movies help improve listening and speaking skills while also teaching other topics. However, teachers must carefully select films that are at the appropriate level for students and plan accompanying activities to keep students engaged, otherwise the activity could waste time. Overall, movies can be excellent for language learning if implemented correctly.
Meaning of Information and Communication Technology
Components of ICT
Meaning of Information Technology
Meaning of Communication Technology
Concept of ICT
Features of ICT
Historical Overview of ICT
Digital Paradigm
The document discusses a workshop that aims to help teachers identify, develop, and deliver digital media resources to support 21st century teaching and collaborative learning. The workshop will explore using blogs, wikis, and other digital tools to encourage creativity, communication, and collaboration between teachers and students. Teachers will learn how to use tools like podcasts, slidecasts, and screen casts, while students will learn how to produce videos, audio recordings, and digital reports using multimedia. The workshop will provide examples of using images, audio, and video in education through tools that allow recording, editing, and hosting digital content.
This document discusses various types of e-resources including e-books, e-journals, online databases, and social media platforms. It outlines the advantages of e-resources such as easy retrieval of information, ability to search across many resources simultaneously, and convenience of access from any computer. The document also discusses specific e-resources like educational blogs, podcasts, virtual classrooms, and e-learning, outlining how they can be used for teaching and learning.
The document discusses various Open Educational Resource (OER) initiatives in India. It provides background on the history and definition of OERs, highlighting their importance for improving access to education. It then outlines several major Indian government programs and projects focused on developing and sharing OERs, including the National Digital Library of India, NPTEL, e-PG Pathshala, the Consortium for Educational Communication, and SWAYAM. The initiatives aim to widen access to educational content through open licensing and various digital platforms providing open courseware, e-books, video lectures, and other learning materials.
The document provides guidance on script writing for e-content. It suggests keeping scripts conversational by using "we", "you", and "us" and reading scripts out loud. Scripts should be concise, leave out unnecessary jargon, use vivid imagery to engage learners, and understand the target audience. Proper planning before writing is also recommended to structure scripts effectively and avoid missing information.
What are the benefits of performing an internet education system? Is the system dangerous for students and teachers, or it will give them a lot of benefits? What application and website that useful for students and teachers? Here I explain.
An electronic device capable of receiving and processing information according to programmed instructions to produce output. Computers are widely used across many domains including government, banking, healthcare, engineering, defense, education, and business for tasks like processing transactions, running simulations, storing records, analyzing data, and automating processes. They have revolutionized and increased the speed, accuracy, and efficiency of operations in these fields.
This document outlines a teaching manual for a lesson on direct proportion using the concept attainment model. It details the steps the teacher and students will take to attain the concept of direct proportion. The teacher will present positive and negative examples without labeling the concept. Students will observe the examples to form a hypothesis about the concept. The teacher will then confirm if students correctly identified the concept of direct proportion as when two quantities change such that one is a constant multiple of the other.
El documento habla sobre el VIH/SIDA. Explica que el VIH es el virus que causa el SIDA y debilita el sistema inmunológico. El SIDA se presenta cuando el sistema inmunológico está muy debilitado. El VIH se transmite principalmente a través de relaciones sexuales sin protección, sangre y de madre a hijo; mientras que no se transmite a través de abrazos, compartir objetos o espacios. La prevención incluye el uso de condones y evitar comportamientos de riesgo.
Slideshare Technology's Negative Impact on Students and TeachersHeather
The document discusses the potential pitfalls of technology usage in K-12 classrooms. It explores how technology can negatively impact students through distraction, negative academic effects, and enabling cheating. Teachers can also be negatively impacted through a lack of professional development and access to technology. While technology provides benefits, it is important to use it in moderation and for educational purposes to maximize learning and avoid hindering engagement.
This document discusses different types of IT-enabled instructional resources that can be used to assist instruction and enhance learning. It identifies online resources, videos, YouTube resources, animations, and film clippings as different types of instructional materials. Online resources include websites, journals, and blogs that can provide course content if they are reliable sources. Videos and animations can illustrate concepts visually and audio-visually to improve student understanding and memory retention. Film clippings also help teach subjects like science and geography through visually depicting phenomena. The resources discussed aim to engage students through multimedia aids and make abstract concepts more concrete.
E-Learning and Types of E-Learning (Asynchronous and synchronous e learning)AksharaDandgaval
The document provides information on asynchronous and synchronous e-learning. It defines e-learning as imparting education through digital technologies like the internet, computers, and multimedia. Synchronous e-learning involves real-time classes on set schedules where students and instructors are online simultaneously, while asynchronous allows students to complete lessons independently without strict schedules. Both have benefits like flexibility but synchronous allows immediate feedback while asynchronous lacks instant interaction and motivation. Choosing the approach depends on factors like costs, time, collaboration needs, and instructor availability.
The document discusses the importance of a mathematics library and laboratory in schools. It states that a mathematics library helps to develop good reading habits, independent learning, and problem-solving skills in students. It also promotes self-study and filling gaps left from classroom teaching. A mathematics library needs a separate space to provide immediate access to relevant books and resources and efficiently organize library services for mathematics students. The document also outlines the organization, materials, equipment, functions, and importance of a mathematics laboratory to make mathematics learning hands-on and interesting for students. It recommends setting up a mathematics club to supplement classroom learning and motivate students to study mathematics.
Web 2.0 tools allow users to create, share, and collaborate on content online. The iLearn Virtual Learning Environment is an example of a Web 2.0 tool that teachers can use to deliver course content and enable communication, collaboration, and assessment. Digital resources refer to any content that can be stored digitally and used for teaching and learning purposes.
The teacher effectively summarized the key points of the document in 3 sentences:
1) The teacher welcomed students to the online class about the story "The Adventures in a Banyan Tree" and familiarized them with the textbook topics by showing the cover page and contents.
2) Before beginning the chapter, the teacher built interest by showing a picture collage of man and nature and providing background on haikus, short Japanese poems usually related to nature.
3) The teacher then played a video about nature to engage students and referenced the rare flowering of neelakurinji plants in Munnar to connect the lesson to students' own environment.
The document defines a virtual classroom as a teaching and learning environment located within a computer-mediated communication system where all activities and interactions take place through the computer instead of face-to-face. It lists advantages like flexibility and overcoming distances, and limitations like limited offerings and delayed feedback. Examples of virtual classrooms tools discussed include Second Life, Cisco WebEx, and Horizon Wimba.
Computers have become an integral part of our everyday lives for several reasons: they improve efficiency by saving time, resources, and labor; they provide accurate and reliable results; and they enable communication across distances and sharing of information globally. There are different types of computer systems - non-portable computers like desktops, workstations, and servers which are generally larger and not meant to be moved, as well as portable computers like laptops, notebooks, netbooks, and ultrabooks, and mobile computing devices like smartphones and tablets. Users can be categorized as casual users, SOHO (Small Office Home Office) users, power users, or mobile users, and there has been a trend of convergence where separate technologies are combined into single
- Do not eat or drink near computers, run or play near them, or operate them during storms. Do not open casings or insert metal objects.
- Take frequent breaks when using computers, use antiglare screens, and blink eyes regularly to prevent eye strain.
- Adopt proper posture, take regular breaks, and use back supports and footrests to prevent back and wrist pain from prolonged computer use.
The document discusses several health hazards that can result from prolonged computer use, including physical, mental, and emotional issues. Physically, carpal tunnel syndrome, eye strain, musculoskeletal problems, and sleep disorders are common issues. Mentally, excessive computer use has been linked to increased stress, depression, and even hallucinations in some cases. The root causes are said to include poor ergonomics of computer components, overstimulation of the nervous system, and disruption of circadian rhythms. Solutions proposed include improved ergonomic designs, taking regular breaks, and alternative medical treatments like acupuncture.
Multimedia is defined as any combination of text, graphics, drawings, still images, animation, audio, and video delivered by computer. Interactive multimedia allows users to control elements, while hypermedia provides a linked structure for navigation. Multimedia has many applications including education, training, sales/marketing, displays/kiosks, websites, and entertainment. It provides advantages like enhancing messages, gaining attention, and increasing learning effectiveness. However, multimedia also has disadvantages such as being expensive to create and not always compatible. Common uses of multimedia include entertainment, education, corporate communications, and reference.
What are the advantages and disadvantages of using films in teachingJorge Rengifo
Using movies in the English classroom can be an engaging activity for students that exposes them to real-life language usage, but it requires preparation and organization. Movies help improve listening and speaking skills while also teaching other topics. However, teachers must carefully select films that are at the appropriate level for students and plan accompanying activities to keep students engaged, otherwise the activity could waste time. Overall, movies can be excellent for language learning if implemented correctly.
Meaning of Information and Communication Technology
Components of ICT
Meaning of Information Technology
Meaning of Communication Technology
Concept of ICT
Features of ICT
Historical Overview of ICT
Digital Paradigm
The document discusses a workshop that aims to help teachers identify, develop, and deliver digital media resources to support 21st century teaching and collaborative learning. The workshop will explore using blogs, wikis, and other digital tools to encourage creativity, communication, and collaboration between teachers and students. Teachers will learn how to use tools like podcasts, slidecasts, and screen casts, while students will learn how to produce videos, audio recordings, and digital reports using multimedia. The workshop will provide examples of using images, audio, and video in education through tools that allow recording, editing, and hosting digital content.
This document discusses various types of e-resources including e-books, e-journals, online databases, and social media platforms. It outlines the advantages of e-resources such as easy retrieval of information, ability to search across many resources simultaneously, and convenience of access from any computer. The document also discusses specific e-resources like educational blogs, podcasts, virtual classrooms, and e-learning, outlining how they can be used for teaching and learning.
The document discusses various Open Educational Resource (OER) initiatives in India. It provides background on the history and definition of OERs, highlighting their importance for improving access to education. It then outlines several major Indian government programs and projects focused on developing and sharing OERs, including the National Digital Library of India, NPTEL, e-PG Pathshala, the Consortium for Educational Communication, and SWAYAM. The initiatives aim to widen access to educational content through open licensing and various digital platforms providing open courseware, e-books, video lectures, and other learning materials.
The document provides guidance on script writing for e-content. It suggests keeping scripts conversational by using "we", "you", and "us" and reading scripts out loud. Scripts should be concise, leave out unnecessary jargon, use vivid imagery to engage learners, and understand the target audience. Proper planning before writing is also recommended to structure scripts effectively and avoid missing information.
What are the benefits of performing an internet education system? Is the system dangerous for students and teachers, or it will give them a lot of benefits? What application and website that useful for students and teachers? Here I explain.
An electronic device capable of receiving and processing information according to programmed instructions to produce output. Computers are widely used across many domains including government, banking, healthcare, engineering, defense, education, and business for tasks like processing transactions, running simulations, storing records, analyzing data, and automating processes. They have revolutionized and increased the speed, accuracy, and efficiency of operations in these fields.
This document outlines a teaching manual for a lesson on direct proportion using the concept attainment model. It details the steps the teacher and students will take to attain the concept of direct proportion. The teacher will present positive and negative examples without labeling the concept. Students will observe the examples to form a hypothesis about the concept. The teacher will then confirm if students correctly identified the concept of direct proportion as when two quantities change such that one is a constant multiple of the other.
El documento habla sobre el VIH/SIDA. Explica que el VIH es el virus que causa el SIDA y debilita el sistema inmunológico. El SIDA se presenta cuando el sistema inmunológico está muy debilitado. El VIH se transmite principalmente a través de relaciones sexuales sin protección, sangre y de madre a hijo; mientras que no se transmite a través de abrazos, compartir objetos o espacios. La prevención incluye el uso de condones y evitar comportamientos de riesgo.
Slideshare Technology's Negative Impact on Students and TeachersHeather
The document discusses the potential pitfalls of technology usage in K-12 classrooms. It explores how technology can negatively impact students through distraction, negative academic effects, and enabling cheating. Teachers can also be negatively impacted through a lack of professional development and access to technology. While technology provides benefits, it is important to use it in moderation and for educational purposes to maximize learning and avoid hindering engagement.
This document outlines the key concepts of an Agricultural Technology course, including definitions, purposes, scope, and learning outcomes. Agricultural Technology focuses on the technological processes used in agriculture and their interaction with people, soil, plants, and animals. The purpose is to understand how technology sustains life and promotes economic and cultural values. The scope covers applying the technological design process to practical projects involving equipment, structures, irrigation systems, and cost calculations. There are four learning outcomes, including understanding the relationship between agriculture, technology, society and the environment; applying the technological process; demonstrating knowledge of principles; and applying skills responsibly and effectively.
This document discusses the potential pitfalls of technology usage in K-12 classrooms. It reviews literature finding that technology can be a distraction to students and negatively impact academics by enabling cheating and plagiarism. Teachers can also face challenges like a lack of professional development and limited access to technology. While technology provides benefits, the document recommends moderating usage and ensuring technology is used purposefully to enhance learning rather than hinder it. Teachers should model appropriate technology use and incorporate it in lessons only when it is the most effective teaching method.
This document outlines the key objectives and concepts from Chapter 1 of the textbook "Discovering Computers 2006". It defines what a computer is and identifies its main components. It explains the importance of computer literacy and networks. It also discusses the different types of computer users and how computers are used in various sectors of society such as education, healthcare, finance and more.
This document discusses how technology has changed learning over the past 40 years. It outlines several technological developments that have impacted education, including computers, the internet, e-books, virtual classrooms, and audio books. These technologies have made information more accessible and interactive, allowing students to learn faster and score higher. However, some negative impacts are a decline in patience, physical interactivity and writing skills from excessive computer use. Overall, the conclusion is that technology has mainly benefited learning by enhancing the ways students gain knowledge.
This document discusses the impact of technology on education. It begins by defining technology and education. It then outlines some key technologies used in education like smart boards, projectors, computers and TVs. It notes that technology enhances teaching and learning by making it more visual and interactive. However, it can also negatively impact writing skills and increase cheating. In conclusion, while technology poses benefits like exciting students to learn, it also has drawbacks like reducing imagination. Teachers should take advantage of the benefits while minimizing the downsides.
The document discusses how serious games, simulations, and virtual worlds can be effective learning tools by engaging students and promoting skills like problem-solving, collaboration, and critical thinking. Serious games keep students motivated by incorporating gameplay elements, provide personalized learning experiences, and allow students to experiment safely. While such tools are not yet widely used in K-12 education, the document suggests they could help students learn if integrated into curricula.
Educational games and simulations can provide benefits to learning but also have some disadvantages. They have been shown to improve motivation, engagement, and cognitive learning when used effectively. Some examples mentioned are Froguts, which allows simulated frog dissection, and Chucky's Chicken Stacker, a word game with adjustable difficulty levels. However, excessive use may reduce social skills and physical activity. Effective use requires guidance, appropriate challenges, and time for reflection.
1. Playing games is an important part of child development as it helps children learn social and cognitive skills like symbolization and abstract thinking. As children grow, the types of games and rules change with their cognitive abilities.
2. There is evidence that computer games can be effective instructional tools by making learning engaging and relevant to students' interests while developing different learning styles. Games help motivate students through challenge and adjustment of difficulty.
3. For games to be appropriate for classroom use, teachers must ensure the content is connected to curriculum objectives and choose games that incorporate lessons rather than being used purely for entertainment. Games can teach skills like problem solving, critical thinking and discovery to enhance learning.
The document discusses the educational benefits of computer and internet-based games for early childhood development. It notes that such games help develop basic computer skills like using a mouse and navigation. Research shows that age-appropriate digital games can improve skills in areas like math, planning, memory, coordination and problem-solving. However, the document also cautions that excessive screen time should be avoided and that parents and teachers should monitor and select games that are suitable for young children.
The document discusses the use of computer and internet-based educational games in early childhood classrooms. It notes that such games help develop basic computing skills like using a mouse and navigation. Research shows that children who play appropriate educational games show improved cognitive skills such as IQ, memory, and problem solving. However, games need to be supervised and limited to 1-2 hours per day to maximize benefits and avoid potential issues with excessive screen time.
The document discusses how video game development can engage students in learning. It describes how creating video games allows students to develop higher-order thinking skills, programming skills, and literacy. The document outlines a project-based learning approach using a video game development curriculum where students work collaboratively in teams to create video games from templates. Results of this approach include increased focus, reading levels, and development of problem-solving and design skills.
The document discusses using video games in the classroom to engage students. It describes a project at the University of Wisconsin-Madison that aims to incorporate video games into subjects like physics, history, and engineering. It notes that games can require more thought from students and make learning challenging. Simulation games in particular are discussed which can place students in historical situations to experience events. The importance of meeting educational criteria and keeping students on task when using games is also mentioned.
Accessible Games for Health and K-12 Education: Lessons from the ClassroomLynn Marentette
This is an overview of game accessibility and K-12 issues related to health education and the use of games. The slides contain links to resources, often in the notes section. If you download these slides, please mention me as your source, and keep the links and citations.
Here are a few ideas for using current events to increase student engagement in an online cultural diversity course:
- Have a weekly discussion forum where students can post links to recent news stories related to issues of diversity, race, ethnicity, gender, etc. and discuss them. This keeps topics feeling current and relevant.
- Incorporate current events into discussion questions for readings/videos. For example, ask how a recent policy change or event relates to concepts from that week's material.
- Assign short response papers where students analyze a current event through the lens of a sociological framework or theory from the course.
- Invite guest speakers via video conference to discuss their research on a current topic related to diversity. Have a Q
This document discusses using computer games in special education. It notes that traditional education focuses more on memorization than creativity and collaboration. Video games can increase motivation, attention and help apply concepts to real life. Educational video games should prioritize designing experiences over content. They can engage students more than classrooms and help students think critically. However, games must be designed correctly for special education, considering each student's cognitive abilities and disabilities. Guidelines for design include identifying student profiles, structuring objectives to fit them, offering feedback, and gradually increasing difficulty levels. Video games show potential to teach essential life skills to those with disabilities in novel ways compared to traditional methods.
Game Based learning is very powerful tool for helping the students to learn difficult concept in a very simple way of teaching . It is very useful in both the teachers and the students. Bring high level of engagement to students during the learning process.Game-based learning is a teaching method that uses the power of games to define and support learning outcomes. A GBL environment achieves this through educational games that have elements such as engagement, immediate rewards and healthy competition. All so that while students play, they stay motivated to learn.Game-based learning can be defined as lessons which are competitive, interactive, and allow the learner to have fun while gaining knowledge. The best game-based learning has three main elements. The first element is competition. This need not be against another student or the teacher.Game-based learning is an active learning technique that uses games to improve student learning. The learning, in this case, comes from playing the game, which promotes critical thinking and problem-solving skills. Game-based training is a training method that uses games and other interactive activities to teach learners new skills and knowledge. Trainers can create a more enjoyable learning experience, which can help learners stay motivated and engaged throughout the training process.Educational games in the classroom can bring high levels of engagement to students during the learning process. When students engage in a game, their motivation increases, leading to better participation and the ability to form connections and positive memories of learning.According to research, using games in teaching can help increase student participation, foster social and emotional learning, and motivate students to take risks. One study of the popular multiple-choice quiz game Kahoot found that it improved students' attitudes toward learning and boosted their academic scores.An objective is a goal that a player must achieve to progress in a game. In some games, objectives are constant and presented only at the beginning of a level. In other games, objectives change and must be displayed to keep the player up to date.Today's game-based learning asks students to work toward a goal by choosing actions and experiencing whatever outcomes those decisions lead to. When students make educated and informed decisions, the positive outcome moves them forward in the game. When they make guesses or uninformed decisions, they reap the consequences and must continue to practice to improve their results. Constantly thinking about advancing in the game allows students to be active rather than passive learners.
In modern video games, players learn through repetition and failure. When goals are accomplished through trial, error and learning, players advance to new levels in the game. Most players start a video game slowly by learning the skills they need to navigate the world more accurately. The skills that they develop add up over time .
ICT is used as a teaching tool in primary schools through interactive whiteboards, computers, and internet access. Teachers, students, and parents utilize websites and resources that cover literacy, numeracy, and other subjects. While ICT provides opportunities to engage students and access a variety of learning materials, there are also disadvantages like cost, technical issues, and over-reliance on technology over basic skills. Schools aim to maximize the benefits of ICT while mitigating the disadvantages.
The document discusses using online math games to increase math test scores. It notes that students today are tech-savvy and their education should reflect that. Many software developers and websites have created digital math games that are helping students improve scores. Online math games increase student-centered learning, develop computer skills, foster motivation, and engage different learning styles. Teachers are accountable for student learning and most classrooms are equipped for online games, so they can help increase test scores if implemented.
This document discusses how major institutions and experts believe educational video games can benefit students and help schools modernize. While most current games focus on entertainment, some schools are using popular games to relate course material and simulations that allow students to control historical scenarios. Creating games can also boost student engagement, though challenges remain in building teacher understanding and developing challenging, thought-provoking educational titles.
Educational Gaming W200 Iupui Spring 09guestef9387
The document discusses the need for more research on educational games and how to make them both fun and relevant for students. While some classrooms already use computer games, more research is needed, especially at the primary and secondary levels. Educational games need reward systems not tied to academics and need to engage student interest over testing performance. Most have been made without a learning theory or research background.
Using Digital Gaming within the classroomLaurenStone44
The document discusses the use of digital games in education. It presents summaries of three articles that argue digital games can be effective learning tools if implemented properly in the classroom. The articles describe how games can improve problem-solving, collaboration, and engagement. Educational games work best when they adapt to students and are integrated into lessons with progress tracking. Overall, the document advocates for using technology and digital games in classrooms to motivate and teach today's students.
Technology can enhance learning in the early childhood classroom in several ways. It encourages collaboration, interaction, and active learning as students make decisions using educational programs and applications. Digital cameras allow children to document their learning progress through photos and videos, and then revisit and share their experiences. Software for patterning helps children build math skills as they practice identifying relationships and predicting patterns. Overall, technology provides young learners opportunities for language development, complex learning, and building an understanding of early math concepts when integrated appropriately in the classroom.
Different Offline Game-Based instructionMei Miraflor
The document discusses different types of offline game-based instruction methods that can be used to teach educational concepts without internet access, including adapting classic board games, using cards and puzzles, creating role-playing games and simulations, and holding outdoor learning activities. It describes benefits such as promoting collaboration, enhancing learning retention, increasing student engagement, providing motivation and feedback, and developing critical thinking skills. Game-based learning is a versatile approach that can be customized for different subjects and learning styles.
The document discusses the dilemma men face regarding expressing emotions. It notes that men are often socialized not to show emotions and to remain tough. However, repressing emotions can take a toll on men's health and relationships. The document explores how cultural expectations shape views of appropriate "male" emotions like anger and aggression over emotions seen as weak like fear and sadness. Not expressing a full range of emotions can lead men to suffer emotionally and increase risks of health issues, relationship problems, and psychological disorders.
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Computer games in education
1. Computer Games in Education
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2. Background
Games a favorite pastime for human beings
Because they are fun
Favorite way of spending free and leisure time, while
engaging in healthy competition.
Technology now enables games using computers
Children in school spend more than fifty percent of their
time on a computer, playing video games.
School time affected, as reflected in grades and
performance on physical activities in school.
Teachers/academicians seeking ways of integrating
computer games in the school curriculum
To ensure students play while learning.
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3. Positive Effects
Action computer games enhance player’s visual-spatial
skills
Educational video games teach special and specific
skills applicable in learning
Sharpens creativity, quick thinking skills
May coach positive emotional behavior, especially
reducing violence, aggression
May improve student’s social skills, abilities to interact
with peers
May improve reaction times, visual skills
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4. Positive Effects
Students may acquire and improve their cognitive
skills
Improved mental abilities
Skills in construction of dynamic models applicable in
the real world
Enhanced problem-solving skills
Skills in evaluating how reliable or credible a source of
information is before using/disseminating it
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5. Incorporating games in education
Could be incorporated in teaching mathematics,
biology and reading skills.
Canon, a U.S. firm, utilizes video games in training
copier technicians
Volvo teaches car salesmen using an online computer
game.
Proves that computer games are vital in teaching and
developing cognitive and physical skills, especially
among young students
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6. Incorporating games in education
Games such as Bronkie the Bronchiasaurus
recommended for people seeking to improve self-care,
knowledge, and academic performance for asthmatic
children
Discover Babylon - video game produced by students
from University of California - has accurate scientific
and historic information.
Can foster learning by engaging students in solving
historical and scientific challenges
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7. Need for caution
Lack of empirical proof that students can academically
benefit from the integration of computer games in
school curriculum
Video games are persuasive, constructors of
knowledge, authentic practices, promoters of media
literacy, applicators of big ideas.
Threat of distracting students from effective learning
More research necessary to determine practicality,
usefulness
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