Sunday, July 19, 2009
Simulation in Education
Simulations provide opportunities for learning in a flexible environment that can be accessible from any place and any time. The goal of a simulation is to give an experience as close as possible to reality that would otherwise not be accessible due to various factors. Simulations are based on some reality and are intended to provide the user with a pseudo-experience without the danger, expense, or complexity of real life issues.
With increase accessibility to computers, access to the internet, and availability of resources, the use of simulations is expanding rapidly in all types of settings. Simulations are being used in education to provide learning experiences to help expose the learner to key parts or concepts of the system or environment. Simulations are currently being used in educational settings to provide access to distance learning. These learning environments have the potential to provide many opportunities for communication and collaboration.
Games In Education
Video games center on visual learning through iconic and spatial representations. Research indicates that children develop particular spatial skills since video games focus primarily on reading images, such as pictures and diagrams. Pictures are far more important than words in this type of learning environment. Children develop visual attention skills as they are continuously keeping track of a lot of different things at the same time. However, there is not sufficient research that links video game playing to higher developed attentional skills.
A number of studies have been completed to explore the role of games in supporting educational goals. Forty-six educational videogames were designed, covering almost the entire educational program in language and mathematics. Findings indicated that teachers responded positively to the use of video games in learning. They considered the videogame to be an easy-to-use educational instrument with potential as backup to other teaching material. Even though the response was positive, teachers stressed the difficulty of using videos games in their teacher due to pressure of time and the need to cover the educational curriculum outline. Most teachers, however, acknowledge that games contribute to the development of a wide variety of strategies that are extremely important for learning: problem-solving, sequence learning, deductive reasoning, memorizing. The following conclusions were an outcome of this study:
1. Videogames aid the development of strategies for reading three-dimensional images.
2. They help to develop learning through observation and hypothesis testing.
3. They broaden the understanding of scientific simulations.
4. They increase strategies for parallel attention.
The inclusion of video games in education has not been widely explored. Research begins to point to the benefits but a large body of research is still needed to fully understand the impact videos games can have in student learning.
Saturday, July 11, 2009
Online Video Resources for Educators
This site provides a collection of learning videos for teachers seeking professional development or research information on the following topics: arts, foreign language, literature and language arts, mathematics, science, and social studies and history. There are plenty of videos that provide information about child development and topics that relate to learning. This is a great site for teachers to use because it’s easy to navigate (organized and clean look), it provides videos on K-12 topics that are directly related to education, the videos are high-quality and professionally made, and best of all they are free! This is a must see website for all educators. As a new national board candidate, I know that this will be a useful resource for science and mathematics concepts, which I recognize as an area that I need to learn more about. The best part of all is that this will be a fun way to learn. I am very much a visual/auditory learner and this will definitely benefit me in my professional development. The previously mentioned features are all pros. I am not area of any cons. The only con that I noticed, that specifically affects me, is that there are less videos for K-5 teachers.
Saturday, May 30, 2009
21st Century Students
Throughout the day, students would also have multiple opportunities to use the classroom computers to connect to online story books, practice letter recognition, learn a new language, and receive individual literacy instruction through a website that monitors their learning. Reading, writing, math, art, social studies, music, etc. are always structured around topics of student interest.
Monday, May 4, 2009
Cell Phones in the Classroom
I am not against the use of cell phones in school but I do see a large need to educate students on the appropriate use. Currently, cell phones have not been widely accepted in education as a result of misuse. This includes students texting during class, passing answers during tests, bullying, or taking and distributing inappropriate photos. As a result, many schools have simply banned them entirely.
Cell phones are part of today’s society. They are not going away! So instead of fighting them, we should be looking at how we could take advantage of students having cell phones for educational purposes. We need to begin by educating our students in the ethical uses of these tools for life-long learning. I think they can be of great education value since they are common and can provide opportunities for accessing the Internet (Googlemaps, Wikipedia), documenting (field trips, experiments, etc. through audio and/or video), blogging, for digital photography, and as a resource for dictionaries and calculators. However, there is a lot that needs to be accomplished before we can start seen the true benefits that current technology has to offer.
Saturday, April 4, 2009
Visual Learning
Students nowadays spend numerous hours connected to the electronic world. As a result, teachers who integrate visual learning into their teaching are realizing that students are finding more relevance to what they are learning and their excitement is increasing. Visual learning is occurring in every classroom as technology in schools continues to increase and is becoming accessible to all. Teachers are incorporating visual learning through the use of visuals to strengthen communication and develop skills. Many believe educators have the primary responsibility to teach students to become media-literate members of society since young students are currently the most vulnerable to mass media’s marketing strategies. Young students are the future and for that reason schools need to invest time in preparing them to be able to critically analyze and evaluate image-rich media.
Tuesday, March 17, 2009
Action Research Article Summary
The article illustrates how teacher involvement in action research projects in their classrooms can improve their teaching practice and lead to positive impact on student learning. Background research supports the use of action research in the classroom as a way for teachers to become involved in authentic learning experiences. Action research is a form of learning that not only gives teachers an opportunity to reflect on and transform their own teaching but also focus on improving student achievement.
The teachers in this study focused their action research projects on exploring various methods of literacy instruction and finding out which methods worked best with their group of students. All teachers attended training and received ongoing support throughout their experiences. Vignettes were collected from all participating teachers as they implemented an action research project in their classrooms over the course of a year. The teacher descriptions consistently highlighted their new insight about literacy learning which in return resulted in greater student learning. Their action research projects also emphasized how their understanding of teaching evolved over time. Their learning and understanding gained over the course of the year allowed them to be more intentional in their teaching.
Action research can lead to change in the classroom by giving teachers an opportunity to focus on asking a question and exploring it within the context of their own classrooms or school. When the teacher is exploring something of interest, she/he becomes engaged in the learning process. Within the context of their own classrooms, teachers guide their own learning as they examine their teaching and student learning. Not only do teachers become involved as reflective practitioners but this experience allows them to begin to see the impact of their decisions on student learning. In the end, both teachers and students gain valuable learning as a result of successful action research in the classroom.
The quote "In education we often mistake motion for movement" can be interpreted from different perspectives. My understanding of it in terms of action research is that motion represents an attempt to remediate a problem without any sign of progress. In other words, action does not guarantee success.
Monday, February 16, 2009
Developing Ethical Direction
Ethical Direction Summary and Response
The article Developing Ethical Direction brings to light a very important question: Is it the teacher’s responsibility to teach students digital citizenship? In exploring this article, the authors discuss the idea that everyone has an internal compass which instinctively helps a person determine right from wrong. However, many children nowadays don’t know how to find and use their “internal compass” when using digital technology. The authors argues that “learning digital citizenship is rooted in discussion and dialogue and not in acceptable use policies (AUPs) that are simply lists of dos and don’ts.” If teachers are going to teach their students learn about digital citizenship, they can use the digital citizenship compass to stimulate student dialogue and reflection. The authors state that teaching digital citizenship needs to become a priority for educators. Technology misuse and abuse among students has become a societal problem that continues to grow. It is now a problem that needs to be addressed particularly among young students as they are tomorrow’s future.
My response to this article is that yes, I believe educators play an important role in helping students understand the appropriate use of technology but I’m not all quite sure if it is a responsibility that every educator should carry. I don’t think educators should be the remedy in fixing all of society’s problems. There must be other ways that people are held accountable for their actions. Ideally, parents should be the ones responsible for teaching their children how to use technology appropriately as they are the ones paying for it. However, in current times children spend far more time out of their homes than they do with their families. As educators we can set a good example for our students when we use technology as it is a large part of our instruction. If we are expecting our students to use technology in our classrooms we need to do our part in helping raise a generation of students that understands and practices the appropriate use of technology.
Bailey, G. & Ribble, M. "Developing ethical direction.” Learning & Leading with Technology 32.7 (2005): 36-38.
Sunday, February 15, 2009
Web Publishing Project
Only parents and student in the Bellevue School District can view my webpage.
Using SharePoint to create a website was simple and easy to use. In the future I see myself creating a website through a different source that offers more flexibility in terms of what I can add and modify. SharePoint was somewhat limiting in that I’ve only been able to add pictures and videos as attachments under folders. Ideally, I would like to be able to add picture slides and short videos to the main page.
The link to my webpage is below. However, you will probably not be able to see it since you would be required to log in. I included a small picture down below for you to see.
https://myportal.bsd405.org/personal/villanueva,%20delia/mysite/default.aspx
Saturday, January 17, 2009
Best of Web 2.0 in Education
The link I selected is Tikatok™. Tikatok allows students, at any grade level, to transform their imaginations into stories and then publish those stories into books. First, the stories are written and then students create their illustrations. The illustrations are scanned and uploaded. At this point, the final project is ready for printing! While there is not cost to joint the site, there is a $20 fee to purchase the work in hardcover or paperback format. This website is designed to be used as part of a writing project in which students can create stories. The overarching goal of this website is to motivate and scaffold storytelling in children.
Tikatok…
- Provides database of hundreds of interactive story prompts that help a child get started in the writing process and get help when they need it.
- Connects kids to a community of passionate storytellers like themselves, but in a safe and parent-moderated environment.
- Helps motive students to write.
- Can turn a child’s stories into real printed books that can be shared with families. Students build a sense of pride and confidence in their own writing abilities and in return the want to continue writing and creating.
