Groff, J, & Haas, J. (2008). Web 2.0. today's technologies, tomorrow's learning,. Learning and Leading with Technology, 36(2), Retrieved from http://www.iste.org/Content/NavigationMenu/Publications/LL/LLIssues/Volume3620082009/SeptemberOctoberNo2/L_L_September_October_2008.htm
The discussion of social networks and Digital video games is a new issue. The use of these type of websites and the effect they have on the students and the classroom was the topic of the article. The discussion of the game creation website called Starlogo and how the teacher feels it is a very useful tool in the classroom and that he can teach the students things that he normally couldn't. The fact that he can teach students about the affect of forest fires based on a computer program and the way they work. This is a topic that is hard to explain without a visual effect and this game gave this teacher the ability to show the demonstrate to the students.
What problems does bringing these new technologies into the classroom?
Teachers tend to not like experimenting because there is an unknown when letting the students play with the technology. The learning experience can not be facilitated as much as teachers would like when dealing with these technologies.
How are classrooms using the social networking and cyber games successfully?
Classrooms have successfully used social networking and cyber games have a student-centered learning environment. This environment requires the teacher to help the students as they explore and interact with the tool.
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