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Interrelation between technology and teaching
Interrelation between technology and teaching
Technology and teachers
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1 Future trends
Using technology can change the way teachers teach. Some teachers use technology in 'teacher-centered' ways. On the other hand, some teachers use technology to support more student-centered approaches to instruction, so that students can conduct their own scientific inquiries and engage in collaborative activities while the teacher assumes the role of facilitator or coach.
In the past, game-based learning environments were prohibitively expensive for most organizations. Traditional game- and simulation-based learning applications have typically entailed mainframes, special interface equipment, and a years-long design, development and implementation process. Only a few sectors—most notably, aviation and the military—were able to justify the cost, because the quality of training was a life-or-death issue. More recently, health care organizations and medical schools have begun to rely on games and simulations, and practice on these tools is now encouraged or even required. For example, the FDA now requires virtual reality training for placement of some stents, and many medical schools have established centers dedicated to simulation training.
Today, game-based learning is accessible in many different industries, for four reasons:
• The success of game- and simulation-based learning in the aviation, military and healthcare industries provides a powerful proof-of-concept, and an endorsement of learning effectiveness.
• Advances in raw processing power with an attendant decrease in cost have brought game-based learning within reach.
• The development of stable, flexible game engines and toolkits are driving down the cost of development and reducing the need for 100% custom, from-scratch application developmen...
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...04; Chen & Magoulas, 2005). In summary, adaptation is the ability to modify lessons using different parameters and a set of predefined rules, in order to try to cater to the needs of all kind of learners and thus maximize the effectiveness of the learning experience.
An increasing amount of scientific publications indicates a wide research interest in exploring how mobile games can be designed and used to support a wide range of intellectual activities. Researchers and educators are looking at how to incorporate some of this new literacy into education (Rogers & Price, 2006). Promising results have been reported, although the majority of them are more driven by technology and have not always incorporated the actual learners or teachers into the design process. There are some exceptions, and in this section we will present a brief overview of some of these games.
It is helpful to connect the learning to a student’s prior experience. Teachers also need to consider the role of technology in their classroom.
Adaptation is the process or state of changing to fit new circumstances or conditions, or the resulting change (Encarta® World English Dictionary © 1999 Microsoft Corporation. All rights reserved. Developed for Microsoft by Bloomsbury Publishing Plc.). When something adapts, or is adapted, it retains the basic content of its former self while taking on new qualities. When a story is adapted, either to a different medium than the one originally used or to a different time or place, the adaptation shows a new interpretation of the story and gives insights into the mindset of the individual that adapted it and the society that created that mind.
The simplest definition of adaptation sees it as the process by which an organism that adjusts to the environment, both in physical and mental conditions. It is a dynamic process of mutual influence in the ultimate goal of maintaining life in changing circumstances. However, adaptation does not refer only to organisms, but also to the organization to which we can apply the rules of living systems because they are not just material goods but rather the people.
...lectronic learning environments: Games, flow and the user interface. Presentation at the national convention of the Association for Educational Communications and Technology (AECT), St. Louis, MO, USA.
Teaching Games For Understanding Model is the topic that I researched. This teaching model was created by Rod Thorpe and David Bunker from Loughborough University. The abbreviation for Teaching Games For Understanding Model is TGFU. This model was made for students to help educate them about the games they play in Physical Education. This learning model does not reflect on the performance from the student. It focuses on teaching student’s skills and key concepts in the classroom. There are six stages in TGFU that specifically target an important skill or concept that the student needs. The following six stages are Game Form, Game Appreciation, Tactical Awareness, Decision Making, Skill Execution, and Performance. All of these stages combine to make one goal of educating students with the skills and concepts they need in Physical Education, sports, and life.
Video games based on learning are quickly becoming known as “the new frontier of learning.” Many children who have learning disabilities have an easier time learning basic skills from playing games rather than looking through a textbook. When learning is disguised as a fun pastime, children are more likely to welcome it. Video games can be utilized in school to influence children into becoming more comfortable with their own knowledge. In some cases, children feel incompetent to their peers because they are not as gifted in math or writing. By using video games, students are not expected to compete with their classmates, so they will become confident and outgoing which, in turn, will show their true talents. A group of researchers at the University of New York conducted an experiment with a group of students that were assigned to play video games competitively or on their own. Through performing this test, they concluded that those who chose to play competitively, or on their own both had an increased final score because they were able to play at their own leisure ("Educational Video Games Can Boost Motivation to Learn.", 2013). Observing how video games can help both gifted children, as well as the individuals who are struggling, is evidence that video games can be as useful as they are
devices in almost every classroom. Technology enhances learning, boosts confidence, and eliminates geographical limitations. Technology enriches learning by being able to come in different forms and do different things. "For lessons traditionally done with a paper and pencil, we now were able to do them in color, with animation, and with more depth and complexity"(McCollum). Teachers are now able to help stu...
Since the Early 70’s video games have been giving a bad name. Parents state that video games rot the minds of children and are influencing them do be violent. These accusations are far from the truth. In my research I found that there are many positive effects of gaming. Some of these effects are increased skills, creativity, general knowledge, and also help those in need. Parents can also take proper precautions and look into a game before buying it to see if it meets the criteria discussed in this paper.
For the teacher, computer technology can lead to more efficient time management in record keeping and developing lessons plans as well as the ease of conducting any kind of research and communication without having to leave the classroom.
Some say that technology is a distraction and hinders the students from fully learning and developing important skills that they claim only the interactions with the teacher can provide. Teachers have said that technology is a powerful tool that allows them to introduce and demonstrate learning activities in a completely new way. It has been studied and proven that most kids are more motivated and interested in the concepts they are supposed to learn when the teaching tool of technology is used. A fifth grade teacher stated, “Technology is the ultimate carrot for students. It's somet...
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
students prefer technology because they believe that it makes learning more interesting and fun. They especially like laptops and tablets. Subjects that students deem challenging or boring can become more interesting with virtual lessons, through a video, or when using a tablet. Technology occupies an important place within students’ lives. When they are not in school, just about everything that they do is connected in some way to technology. By integrating technology into the classroom, teachers are changing the way they used to teach (lectures six hours a day) and providing students with the tools that will take them into the 21st century. One of the characteristics of the modern classroom is collaboration and technology helps to empower it. With classroom technology students can collaborate with other students and their teachers in and outside of the classroom quickly and easily.
Technology properly used in the classroom has many advantages to a student’s learning. Technology can help students become more involved in their own learning process, which is not seen in the traditional classroom. It allows them to master basic skills at their own rate rather than being left behind. Teachers and students alike can connect to real life situations by using technology in the classroom; this can also help to prepare students for real world situations. Technology can be used to motivate students as well as to offer more challenging opportunities. It can also be used as a visualization tool to keep students interested in the subject that is being taught. When technology is used effectively, students have the opportunity to develop skills that they may not get without the use of technology (Cleaver, 2011). Assessing and monitoring students is easier on the teacher because of the ability to use technology in the classroom. When technology is used correctly it offers limitless resources to a classroom atmosphere.
As facilitators of learning, our classrooms are filled with students who are comprised of generation X’ers and Millenial’s. We must be conscious to structure our lessons and approaches so that we can present content in the most effective manner. Technology, in regards to principles of teaching, challenges the teacher to not only learn what the technology is all about, but to learn to integrate it effectively within the context of their individual classrooms. Teachers in classrooms across the nation struggle with computer technology, the many features, and the never-ending cycle of new devices that are bought into their classrooms daily. Because of the lack of training and severe levels of discomfort, teachers have developed a negative disposition towards the use of technology when it applying it to principle. Recognizing the noted factors, it can be resolved that we do live in an interactive world. Our job is to effectively integrate the technology in such a way that it supports, guides, and enhances learning for all parties involved.
Playing games on hand-held can be beneficial as it can be enjoyable but self-motivated way for children to learn and play “play is intrinsic to children’s quality of life, it is how they enjoy themselves. It is also a key component of a healthy lifestyle”. Children’s games on hand held devices such as iPad, iPhone and tablets give children access to a vast wealth of information which can develop children mind and knowledge surrounding a broad spectrum of subjects. Educational video games that are age appropriate have an inventive way of simulating a young child mind and sustaining a young child’s attention, while they are engaging in the practice of learning and problem-solving; for example a literacy letter game expands a young child’s language and literacy skill in a visual character and audio sounds as way of simulating the mind help the child retain the information in certain part of their brain. Then if games ask questions to challenge the child understanding further such as find the right letter?