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Education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf

http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf

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Games: Improving Education Educators increasingly recognize the impact of entertainment software and utilize games as a teaching device in a growing number of classrooms and business settings. In doing so, they are embracing the cultural and technological shifts of the 21st century and expanding the use of a favorite leisure activity, computer and video games, into a critical and still-emerging educational resource. More than just play, entertainment software helps impart knowledge, develop life skills and reinforce positive habits in students of all ages. Cognitive Research In addition to being a great way to keep students engaged, researchers have found that video games have real potential as next-generation learning tools. Games use new technologies to incorporate principles crucial to human cognitive learning.

Technology Integration Ideas that Work Technology has become integrated in the classroom in so many ways, that we often don't even think about how we are using it. The Education World Tech Team offers lessons and activities to help educators make better use of technology tools for instruction, and to help students improve their technology skills within the context of the regular curriculum. Included: Integration activities that utilize the Web, PowerPoint, Excel, digital photography, SMART Boards, and more. In more and more schools today, technology is recognized as an instructional tool, not as a subject of instruction. Still, many educators, less familiar and less comfortable with technology than their students, struggle to seamlessly integrate a growing list of technology tools into their regular curriculum. "Using technology in the classroom is becoming easier for teachers," instructional technology consultant Jamye Swinford told Education World.

Assistive Technology-Elementary Standard Technology Tools Checklist For Elementary IntelliKeys®: A programmable alternative keyboard that plugs into the keyboard port of your computer. It works with any software that uses a keyboard, mouse or switch. A set-up overlay is used to customize settings. Write:OutLoud®: A software program that is an easy-to-use talking word processor that enhances a student’s writing success. This program provides auditory output to allow the student to hear what they are writing in addition to seeing it.

Beyond Technology: Children's Learning in the Age of Digital Culture - David Buckingham - Google Books Beyond Technology: Childrens Learning in the Age of Digital Culture offers a challenging new analysis of learning, young people and digital media. Disputing both utopian fantasies about the transformation of education and exaggerated fears about the corruption of childhood innocence, it offers a level-headed analysis of the impact of these new media on learning, drawing on a wide range of critical research. Buckingham argues that there is now a growing divide between the media-rich world of childrens lives outside school and their experiences of technology in the classroom. Bridging this divide, he suggests, will require more than superficial attempts to import technology into schools, or to combine education with digital entertainment. While debunking such fantasies of technological change, Buckingham also provides a constructive alternative, arguing that young people need to be equipped with a new form of digital literacy that is both critical and creative.

Language Arts Young, C. A. & Bush, J. (2004). Teaching the English language arts with technology: A critical approach and pedagogical framework. Contemporary Issues in Technology and Teacher Education [Online serial], 4(1). Video games 'stimulate learning' Computer games could become part of the school curriculum after researchers found they had significant educational value. The UK study concluded that simulation and adventure games - such as Sim City and RollerCoaster Tycoon, where players create societies or build theme parks, developed children's strategic thinking and planning skills. Parents and teachers also thought their children's mathematics, reading and spelling improved. The investigation into the habits of 700 children aged seven to 16 also found that, far from being a solitary activity, children preferred to play games in pairs or small groups.

University of New Haven : Integrating Instructional Technology Into the Classroom Introduction Teaching and learning can be enhanced through the effective use of technology. This section opens with links to websites that provide teaching strategies, examples, and information for using technology in teaching all disciplines, followed by a link for courses in the sciences. Next, mega-sites on technology in teaching provide articles, research reports, teaching strategies, and examples of technology integrated into courses. The concluding sites focus more specifically on course development incorporating technology and the use of specific teaching strategies, such as active learning with technology, clickers, and the Internet.

Going Mobile: Debating and Using Cellphones in School George Osodi/Associated PressAt an electronics market in Lagos, Nigeria, cellphones appear in great profusion, as they do throughout poorer lands.Go to related article » Overview | Can cellphones serve as effective instructional tools in the classroom? In what ways can the use of mobile technology support and strengthen curriculum? What are the drawbacks? In this lesson, students learn about innovative uses of cellphone technology and applications in the developing world, then explore how their phones can be used as learning tools. Teachers | Do you use cellphones in your classroom?

Assessing Faculty's Technology Needs Key Takeaways A center for teaching excellence can ease the transition to the 21st century classroom by responding to faculty needs. The University of South Carolina's Center for Teaching Excellence investigated faculty's training needs in order to integrate technology into the classroom. Educational game Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill.

Library Lessons Library Procedures Spending time at the beginning of the year practicing library procedures with students is essential for a successful year. I love my 8th graders this time of year, because they’ve got the procedures down. They know exactly how our library … Continue reading Think before you post!

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