Using Technology as a Learning Tool, Not Just the Cool New Thing Ben McNeely North Carolina State University © Ben McNeely I fully realized the digital age when I first spoke to my grandparents over the "talk" feature on AOL Instant Messenger. How cool is it, I thought, to have grandparents that not only have a computer, but know how to use it? What was more striking was that my grandfather, a man who never had much formal technical education, built not one, but two, computers from parts—motherboard, disk drives, hard drives, and so forth—with the help of my cousin. He has high-speed Internet access, sends and receives e-mail, burns CDs, and chats online using IM. He even built a computer for my grandmother, who uses it to check the obituaries daily on the Winston-Salem Journal Web site and does online jigsaw puzzles. She can no longer do real ones, as the pieces are too small for her to see and grasp. Growing Up with Technology In kindergarten, I was introd
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Games and learning is a field of education research that studies what is learned by playing video games , and how the design principles, data and communities of video game play can be used to develop new learning environments . Video games create new social and cultural worlds – worlds that help people learn by integrating thinking, social interaction , and technology, all in service of doing things they care about. [1] Computers and other technologies have already changed the way students learn. Integrating games into education has the potential to create new and more powerful ways to learn in schools, communities and workplaces. [1] Games and learning researchers study how the social and collaborative aspects of video game play can create new kinds of learning communities. Researchers also study how the data generated by game play can be used to design the next generation of learning assessments . The games and learning research world studies how new digital media tools
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Video Games In Education And Training Rafael de las Cuevas is a cultural journalist who has gone through Onda Cero, Unidad Editorial, The Adventure of History, Discover Art, and Rolling Stone. At Scanliner, he publishes video reports on the connections between film and video games. Video Games, To The Fore In LearningLovers.org we wanted to keep an interview with Rafael de las Cuevas as a videogame analyst, so he could provide us their vision of the sector of video games in the field of education and training. Video Games As A Teaching Tool "I believe that video games as a teaching tool have much potential themselves. In fact, there are games that are being used to teach in schools. There are several historical sagas. There is one published in Spain, by FX Interactive , which deals with Rome and medieval lands... It is a whole saga. It is called Imperivm . That saga is being used in schools, because it is a saga of strategy, where you can select resources. You can
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Use of Technology in Teaching and Learning Technology ushers in fundamental structural changes that can be integral to achieving significant improvements in productivity. Used to support both teaching and learning, technology infuses classrooms with digital learning tools, such as computers and hand held devices; expands course offerings, experiences, and learning materials; supports learning 24 hours a day, 7 days a week; builds 21 st century skills; increases student engagement and motivation; and accelerates learning. Technology also has the power to transform teaching by ushering in a new model of connected teaching. This model links teachers to their students and to professional content, resources, and systems to help them improve their own instruction and personalize learning. Online learning opportunities and the use of open educational resources and other technologies can increase educational productivity by accelerating the rate of learning