Thursday, October 31, 2013
Sunday, October 27, 2013
Wednesday, October 23, 2013
Video Game Model in the Classroom
Brielle Hibma
EDUC 3302 Technology in Education
October 23, 2013
IS
THE VIDEO GAME MODEL AN EFFECTIVE LEARNING TOOL?
Neurologist and teacher, Dr. Judy
Willis, made a claim in her article, A
Neurologist makes a Case for the Video Game Model as a Learning Tool, that
video games are created in such a way that keeps young people coming back for
more. What she has discovered is that dopamine is released in higher than
normal levels to the brain after succeeding in a game level and receiving
positive feedback or reinforcement. I think the idea Dr. Willis presented for
educators in her article, for teachers to model the prompt feedback for achievement
and success in students, can in fact, be a useful strategy in the classroom if
used correctly. At first, reading the article, I was skeptical of where she was
heading with the idea, but as I read further I understood better. Dr. Willis is
not suggesting that every activity be made into a “game” as I had initially
misunderstood. Rather, she is signifying the benefit of students and teachers
working together to set individual goals that are challenging yet achievable. In
doing this, the student will be able to watch themselves progress and experience
the release of dopamine when they do well and reach a goal, just as they would
when conquering a video game level. I agree with the importance of the teacher
working individually with each student on their goals for specific learning
outcomes, as each student has different strengths and may be learning at a
slightly different level than their peers. This gives students the opportunity
to watch themselves be successful at something that is individually
challenging.
While I agree with the positive
outcomes of a teaching strategy such as the one Dr. Willis presents, the
downside to creating this model in the classroom would be the difficulty in
finding balance. It is important that if a model such as this were to be
implemented, that the teacher does not take away time from classroom lectures,
discussions, and projects. Although I am not yet a professional educator, I understand
that certain laws and state regulations require students at each grade level to
have a certain degree of proficiency and understanding. While it is true that
students learn at different rates and are challenged by different things,
making too much of a separate and individualized learning plan may cause too
much of a rift in classroom balance and grade level success. Overall, I think
the video game model presented is a novel idea that can encourage and empower
students to achieve more based on their learning, but it is important for the
teacher to maintain a balance between individual and whole class goals.
WORKS
CITED:
Willis,
Judy. "A Neurologist Makes the Case for the Video Game Model as a Learning
Tool." Edutopia. 14 Apr 2011: n. page. Web. 23 Oct. 2013.
<http://www.edutopia.org/blog/video-games-learning-student-engagement-judy-willis>.
Wednesday, October 16, 2013
Interactive Whiteboards
Brielle
Hibma
EDUC
3302 Technology in EducationOctober 16, 2013
Interactive
Whiteboards
Interactive whiteboards can be such
a powerful tool for teachers to utilize in the classroom. The biggest emphasis
that I can see on the use of these tools is their ability to engage visual,
auditory, and kinesthetic learners. According to the research found in Robert
Marzano’s article, The Art and Science of
Teaching/Teaching with Interactive Whiteboards, there were three factors of
the interactive whiteboards that had the greatest impact on student
achievement. The learner response device, which is a hand-held tool for each
student, allowing them to respond to questions from the teacher with their
answers posted on the board, was the first feature that showed increases in
student success. I think that this tool provides opportunities for students to
interact (kinesthetic) with the material and each other, while seeing (visual)
the responses of other students in the class. At this point, the teacher and
students are able to discuss (auditory) the results. While this tool is
particularly useful for kinesthetic learners, all learning styles can benefit.
In my opinion, it allows the students in the classroom to share their thoughts
without fear of being incorrect. Also, it provides an opportunity for the
teacher to assess themselves and the students understanding in a certain area,
allowing for the chance to review or move on to new information depending on
the results.
While there are many advantages to
using the interactive whiteboard in the classroom, I would think that an
overreliance on technology devices might take away from individual assessment
and relationship with the student. Also, too much stimulation with the devices
might cause students to be over stirred, detracting from their learning. Although
there are so many advantages to using this tool in the classroom, a teacher
needs to be careful on how the presentation is put together. There is nothing
that can replace personal interaction between the students. If an interactive
whiteboard were to be used as a digital tool to enhance learning outcomes, I do
not think that it should replace other classroom strategies that are already
working well such as student-student conversations, teacher-student
conversations, writing, reading a book, or interactive activities. Overall, the
interactive whiteboard is a very useful and important device that, if used
well, can really enhance the learning of students. As we are living in an
increasingly technological and digitally connected world, I think it is
important for students to be introduced to technology in the classroom so that
they will be better prepared for the world that awaits them.
Works
Cited
Marzano,
Robert. "The Art and Science of Teaching/Teaching with Interactive
Whiteboards." Educational Leadership. 67.3 (2009): n. page. Web. 16
Oct. 2013.
<http://www.ascd.org/publications/educational-leadership/nov09/vol67/num03/Teaching-with-Interactive-Whiteboards.asp&xgt
Thursday, October 10, 2013
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