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How Video Games Are Changing Education

http://www.onlinecolleges.net/2011/08/25/how-video-games-are-changing-education/

Related:  SCHOOL REVOLUTION

Mobile Consider some of the basic symbols of education in the United States: the textbook, the chalkboard, and the apple. Thanks to technological innovations and cultural forces, we’ve seen textbooks supplanted by videos and e-books, SMART Boards replace chalkboards, and the apple on the teacher’s desk pushed aside by the latest gadgets from, well, Apple. Just as our classrooms have changed significantly since the 1800s, so have our ideas about the purpose of schools. Our views on education were defined by John Dewey's theory, which states—and I'm simplifying—that the general purpose of school is to transfer knowledge and prepare young people to participate in America’s democratic society. But today's students live in a modern, global society that is interconnected as never before. As a result, Dewey's explanation of the purpose of schools now seems insular and inadequate.

A Must-Have Guide To Gaming In The Classroom Minecraft In Education: Pros And Cons 7.82K Views 0 Likes In an effort to weigh the benefits of Minecraft in education, I turned to the proverbial crowd on Reddit to see what they had to say about the popular game. 10 Ways To Become A Better Online Learner Bloom’s Taxonomy and the Digital World Bloom’s Taxonomy, developed in the 1950′s, expresses thinking and learning through a set of concepts that begin with lower order thinking skills (LOTS) and build to higher order thinking skills (HOTS). The initial phraseology of Bloom’s Taxonomy had six levels, beginning with knowledge at the lowest, then progressing through comprehension, application, analysis, synthesis and evaluation. The basis for the theory is rather straightforward, a person cannot understand something that he does not remember (know) nor can he/she analyze or apply that knowledge if the person does not understand the material. Though an ability to analyze and apply certainly supersedes the basic knowledge category, to synthesize entails divergently applying knowledge and/or skills to produce something new.

Video Games in School: Pros and Cons About ETR Community EdTechReview (ETR) is a community of and for everyone involved in education technology to connect and collaborate both online and offline to discover, learn, utilize and share about the best ways technology can improve learning, teaching, and leading in the 21st century. EdTechReview spreads awareness on education technology and its role in 21st century education through best research and practices of using technology in education, and by facilitating events, training, professional development, and consultation in its adoption and implementation.

8 Crucial Resources For Flipped Classrooms Have you “flipped” yet? My colleagues have this week; it’s PSSA week in Pennsylvania (PSSAs are standardized tests.). That’s not the flipped I meant, however. I meant, have you flipped your classroom yet? Well, if you have or are thinking about it, here are some tools you might want to consider using for those after-hours background knowledge sessions. YouTube Gaming as School Assessment? What can schools learn from why millions of people of all ages are turning to online gaming and online virtual environments? I’ve been reading this book by Jane Mcgonigal on the effect of and reasons why millions of people of all ages are turning to online gaming and online virtual environments. Here’s Jane at TED summarizing the book in 15 minutes. The basic premise is that the continuous feedback and desire for self-improvement becomes the drive to continue.

The Theory and Practice of Online Learning Awards The Theory and Practice of Online Learning is the winner of the 2009 Charles A. Wedemeyer Award, provided by the University Professional & Continuing Education Association. Click here for more information on their Community of Practice Awards program. Teaching Digital Natives: Partnering for Real Learning ShareThis Reading Teaching Digital Natives: Partnering for Real Learning by Marc Prensky was a fantastic experience. This book details the importance of real learning is our students. As a teacher, I am always looking to share connections with my students. I want them to ask, “Who cares about this topic?” I have a great answer. Gamification in Education 2012 Gamification was definitely an important trend this year and it looks like it will continue to make an impact not only on marketing but also on education next year. The term “gamification” has even made it to the US selection of Oxford’s shortlist for the Word of the Year 2011! Gamification is defined by the Oxford University Press as the application of concepts and techniques from games to other areas of activity.

SocialLearn With the changes in the Higher Education landscape there has been a recent emergence in ‘social learning’ – informal learning taking place on social platforms and within online communities. Users connect with OER (Open Education Resources) made freely available from across the web and collate for a holistic subject view for self-education. The content and the learner’s interaction with it is then socialised through peer review and online collaboration, in some cases remixing the original content by factoring in new content for repurpose it for personal use.

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