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Tuesday, April 27, 2010

Journal 10 CL...Web 2.0 Today's Technologies, Tomorrow's Learning

Groff, J., & Haas, J. (2008). Web 2.0 today's technologies, tomorrow's learning. Learning & Leading with Technology, 36(2), Retrieved from http://www.iste.org/Content/NavigationMenu/Publications/LL/LLIssues/Volume3620082009/SeptemberOctoberNo2/L_L_September_October_2008.htm doi: ISSN 1082-5754

This article discusses how virtual games and other digital tools can be used to enhance the classroom environment. Part of the reason for using these tools in the classroom is bridging the gap between typical academic expectations and the culture of today’s students. These technological tools can aid in student learning and help students collaborate with one another. Also, they can create digital simulations of real-life situations that students would otherwise be unable to view. Some examples of digital games that are currently being used in the classroom are Ayiti, where players have to help a family that is trapped on an island to make decisions about building, purchases, and health care based on limited resources. Another one is Muzzy Lane’s Making History, where students face challenges while dealing with World Leaders in the WWII era. These games not only help students learn the history and content of a lesson, but they also help students gain real-world conceptual knowledge that can be applied to other situations. One problem is that not all schools have computers that can support these types of games and simulations. Another problem is that often these lessons are more interactive and students facilitate learning, which can cause road bumps and alter lesson plans . However, this can actually end up making the lesson more effective and relevant and will often help students learn better.

1. How do these games work in schools that are lacking in resources?

As the article explains, many schools now have computers that are powerful enough to support the software for these games. However, if not, a teacher can do a class lesson and then use the computer game in front of the class and have the students work together to make decisions. The teacher can then execute the decisions onto the game screen, and the students will still get to the see the results.

2. Will students resent adults attempting to utilize games and tools from their world
in the academic sphere?

I tend to believe that while students may at first say they resent games and fun technology tools being used for learning instead of recreation, in the long run, they will enjoy the games and prefer them to a standard lesson. I think that students today think more interactively and appreciate this type of stimulation in the classroom. Therefore, after initial protest, they will probably take a positive view of the programs.

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