Networks or web 2.0 technologies
Digital games or simulations
Virtual worlds
What learning goals or objectives could the technologies you selected help learners foster? Could the technology facilitate attainment of that learning goal better than traditional instruction? Why or why not?
Networks or web 2.0 technologies
Web technology has evolved into Web 2.0. It has been described as a platform for a host of commercial, entertainment, and learning applications. There are over 3000 free applications for use for entertainment, commercial, and learning applications.
Many people are familiar with the social networking tools available on web 2.0, with Wikipedia which is an example of an application of collective intelligence.
Web 2.0 can be used in education and appeals to teachers with a constructivist learning philosophy. Web 2.0 promotes collaboration between student and student and then the teacher. It opens learning beyond the closed classroom.
Blogs users add value to team work through their comments, additional edits or deletions. Social iteration can increase enjoyments and motivate students.
In thinking about what web 2.0 models could be utilized for younger students, I decided on the example set by this class blogging. This might really work well with a group of gifted elementary students who might enjoy the stimulation of engaging with other students.
I envision students being assigned a topic to provide information about on his or her blog. I have already learned from this class that I learn by reading what my classmates have posted. The blogs could be used by the students at 2 or more sister schools.
As in this class, a teacher could design questions to provoke thought and interaction between students. It would be economical for a school system.
When students are a little more mature (middle or high school), students from more levels could participate in a blog. Students from other countries could even participate in a classroom or student blog.
Digital games or simulations:
In chapter 33 it defines a game as " a system in which players engage in an artificial conflict, defined by rules, that result in a quantifiable outcome." In this day and era our students are naturally attracted to games.
Working in Garland ISD last year we had the istation reading program. I personally loved being able to put my kids onto this educational game system. For me it reinforced what I was already teaching in the classroom. I do not think that the istation program replaced good old fashioned classroom instruction. I do think that my student's greatly benefited from both classroom instruction and using the isation reading program.
Several of my students last year were considered major behavior problems. I used different reward systems to help get the behavior I desired. I would occasionally implement games as a reward for good behavior. I would always try to make sure the games were also educationally viable, not just video games.
Unfortunately at the school I was at this year we did not have any online reading programs to implement for good behavior. I only had one classroom computer my teacher computer, no speakers, projector, or any other technological tools. It was a hard adjustment coming from Garland ISD where I had any and every technology at my fingertips. I know my students greatly benefited from having so many different forms of technology in the classroom.
Virtual Worlds:
Virtual worlds are systems that simulate real world objects and situations. As expressed in chapter 34 it is important to know that unlike online games virtual worlds do not have specific set goals for students to achieve.
A good think about virtual worlds is that the student can establish their own environments. They can create and come up with their own tools, objectives, and goals as needed.
Virtual worlds can be used for students with disabilities or have illness and are home bound. For example, Autistic students can use simulations from virtual worlds to work on their social skills.
In the future in a special education classroom, I would like to incorporate virtual world learning into my classroom routine. Even in the general education virtual worlds would come in handy in assisting in the teaching of correct social behavior. You could add in virtual world simulations to your lessons on social skills and conflict resolution.
As expressed before I think that the technology of virtual worlds does no replace the teacher, or good old fashion lessons in the classroom. However, adding this great tool into your teaching repertoire is a wonderful way to enhance your students learning.
2. For each of the technologies you selected above, discuss what ethical issues using the technology might present.
Principles of AECT code of ethics should be taken into consideration for any technology selected and include categories that apply to the individual, society, and professional. Individual ethics seem to apply most to my students considerations .
Individual ethics include diversity where instruction is designed to allow individuals to acquire knowledge on their own terms from a variety of resources. For example, Instruction would need to be tailored to meet the needs of Autistic or learning disabled children. Avoiding stereotypes would be important. I am very aware at my current elementary school that it would be good for students to see portrayals of strong, successful male minority role models when they can be worked into the technology.
Technology needs to be evaluated to make sure it meets all students needs. Can my color blind student work with technology? Will the CRT screen cause a seizure in my epileptic student?
Does the technology enhance accessibility and accommodate diverse learning needs?
Through the three technology tools I have listed (web 2.0, games, and virtual worlds) students with different learning styles and needs can use these tools to accommodate their individual learning needs.
Technology has proven to be a great tool to use when working with students with special needs. That does not mean that technology can not offer a great benefit to the general education classroom.
By using the web 2.0 technology you can make the research and project time faster. Students can cut their time completing the research down.
Through playing educational games and using virtual worlds students will confirm, practice and reinforce what they have learned in the classroom through lessons previously taught.
How and/or can you design instruction using that technology?
Web 2.0 -
I have personally used web 2.0 technologies in my first grade classroom while my student's were completing animal research projects. Web 2.0 technologies can be incorporated into your classroom as a research tool.
Games-
Educational games can be used in various ways in your instruction. I used the isation reading program during whole group ELA instruction, as a review tool, and as a new or different way to present already taught information.
Educational games can also be incorporated into your teaching as a behavioral reward tool. When working with challenging behavioral students you can use online or educational game as a goal to work towards earning.
Virtual worlds-
Through working and coming in contact with Autistic children I have discovered that incorporating virtual worlds into your instruction is very beneficial for them and the other students in your class. These children can work through different social situations that have in the past proven challenging or difficult for them.
Children with inappropriate social behaviors can also benefit from virtual world technology. These students can use conflict resolution skills to work through different social situations. For example teaching a student to ask appropriately to join in with others playing a game.
How much guidance would instruction with that technology require?
Web 2.0-
The internet can be a very dangerous place for unsupervised children. The first step in using web 2.0 technology in your classroom is to model the appropriate usage of the technology. The students need to see you interacting with the technology before they are let loose on their own.
A step by step process would be a great way to introduce your students to the proper usage of web 2.0 technologies. Students need to be guided through the process from start to finish.
Games-
When it comes to games and the amount of guidance needed I do not think that students should just be given free reign. It is important to teach them the proper skills needed to navigate through the game successfully. As a teacher you need to model the correct way to play the game. Putting your students onto a educational gaming system should not be used as a busy time or lesson replacement. It is your responsibility as a teacher to still be teaching lessons in your classroom. Educational games should only be used as a supplement to your classroom instruction. Educational games should not be the only way children are getting the material from lessons.
Virtual worlds-
When it comes to students using virtual world simulations they need less guidance than the two previous technologies listed. Students can navigate independently through their virtual worlds. They still need the teacher to model the correct usage of a virtual world simulation.
I have an Autistic friend that used a virtual world program at UTD Arlington. She would work through different challenging social situations. This was a great tool that became available to my friend. I know it helped her make many improvements in her social skills.
What kinds of guidance would be necessary?
Students need to be monitored through the usage of each technology brought into the classroom. With all the dangers in the world wide web, it is important to teach children safety measures to take when surfing the internet.
With digital games and virtual worlds I think it is important to monitor kids while they are using the these technological tools. Even though you have taught your kids how to properly use these various technologies kids will still be kids. For example, while using the istation reading program my students from last year would become off task very easily.
I would walk around and watch my students while they were working through the lessons/program. I saw several kids clicking rapidly, exiting out of the program, or just choosing the wrong answers intentionally to name a few. Thus, it is my personal opinion that students need to have the teacher actively monitoring what they are doing with the given technology.
