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Introducing technology into education
Introducing technology into education
Reflection on introducing technology into the classroom
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Recommended: Introducing technology into education
Introduction
With the influx of technologies like mobile computing and other smart devices into K-12 classrooms, technology integration is becoming an important addition to teaching expertise. Koehler and Mishra (2009) developed the Technological Pedagogical and Content Knowledge (TPACK) framework for understanding several complex interacting dimensions of how teachers can wisely integrate technology into innovative instruction. In this paper we present how a specially designed card game, using the card-tamentm approach (see http://www.practomime.com/cardtamen/cardtamen.php), can be adapted to help focus players attention on the issues of TPCK while assessing their higher level abilities to construct technology integration strategies at the intersection of Technology knowledge, Pedagogical knowledge, and Content knowledge.
What is the TPACK and why is it a matter for Technology coordinator?
TPACK is a framework for teacher knowledge for technology integration called technological pedagogical and content knowledge (Koehler & Mishra, 2009). At the heart of TPACK is the dynamic and transactional relationship between content, pedagogy, and technology, yielding a distinct body of knowledge as to how to teach with technology properly and how to wisely integrate technology in teaching practice.
Technology coordinators are education specialists who serve in a leadership position holding a big picture of school’s or district’s technology implementation plan. The tech coordinator, in general, should be prepared to help teachers, staff, administrators, and board of education members use technology more effectively and meet the standards and goals laid out in the district’s technology plan.
That being so, they should have a strong understa...
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...ent, which can be understood within the TPCK framework.
Further research agenda
This game will be introduced our Two Summer program cohorts so as to assess their learning over the course of educational technology program, which is the wise technology integration as a technology coach, specialist or coordinator in general. We will examine as to how this game can promote and assess the learning of technology integration with various research agenda.
References
Koehler, M. J., & Mishra, P. (2009). What is technological pedagogical content knowledge? Contemporary Issues in Technology and Teacher Education, 9(1), 60-70.
Young, M.F., Slota, S., Cutter, A.B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M., and Yukhymenko, M. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82, 61-89.
Working as an Instructional Technology Specialist for the past seven years has provided many opportunities to observe teachers and students in a classroom setting. During this time teachers have been in the process of phasing in a new standards-based curriculum with an emphasis on student mastery of these standards. New technology tools have also been incorporated in many classrooms including studen...
“How Games Make Kids Smarter” a Ted-Talk by Gabe Zichermann, is a perfect example of the advantages that video games offer towards students. The Ted-Talk focussed on how educational video games are being used within a classroom setting, the results were very impressive. A below average 3rd grade class was offered a different way of learning, video games. Zichermann speaks clearly about the attention span of a student with traditional learning style versus the video game based learning, it was a dramatic increase. Many of the students believed that school was more fun learning this way and were excited to attend school. Within the 18 weeks that the students were using this video game based learning, the below average 3rd graders were now reading at a 5th grade level. Zichermann believes this way of learning is the future of teaching. “Many schools have already moved towards a more technology based learning, with schools offering computers for students as well as other devices, this is only the start of the future.” Zichermann says. Video games are the future of the classroom and can really make a difference, they increase attention span, make learning enjoyable, and overall can help the development of
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
Annetta, L. A. (2008). Video Games in Education: Why They Should Be Used and How They Are Being Used. Theory Into Practice, 47(3), 229-239. doi:10.1080/00405840802153940
Griffiths, Mark. "The Educational Benefits Of Videogames." Education & Health 20.3 (2002): 47-51. Professional Development Collection. Web. 4 Feb. 2014.
In the articles,” Educational Gaming is Catching on” by Milwaukee Journal Sentinel, and, “Game on! Video Games Could Be Good for You” by Chicago Tribune, they discuss the pros and cons of video games. In the first article, the author emphasizes that Games Learning Society (GLS) intentions is to take the traditional techniques of teaching science into other methods using video games. Some games teach about “biological systems, empathy, and literacy.” GLS’s hope is that games will be accessed by teachers, and work with their lesson plans.
Video games contain information that would help educate students, as well as providing a relief and also the changes involving games help students. There are people who simply think games are a distraction and others that may think that video games are poisoning the minds of children. But the field of video games is an evolving field, and we can utilize it to better equip students with skills like problem-solving and priority management. These skills are integral to a student’s success in the future, and we can help them learn them through something they love doing:
There have been several studies conducted on learning and serious games, for example, a recent study by the Office of Naval Research found that video game players performed ten to twenty percent better in perceptual and cognitive ability than non-game players, and that video games helped adults process information faster(Steinberg,2012). Another study by the Federation of American Scientists found that students re...
The curriculum focused on skills and objectives from several sources. The first are the Technology Applications Texas Essential Knowledge and Skills (TEKS) for middle school (Texas Education Agency, 2009). Secondly, the curriculum integrates concepts from the Framework for 21st Century Skills (Partnership for 21st Century Skills, 2004). Also included are learner objectives from the National Educational Technology Standards by the International Society for Technology Education (2007). Finally, the TEKS for middle school social studies (1998) have been integrated into the sample unit of study.
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.
Presently, video games aren’t merely toys that negatively influence the youth. They have become an alternative means for people to learn and train for work. Games teach values and essential information, and motivate its players to achieve goals. Soldiers and doctors benefit from video games as well. The collaboration of game developers and educators helps improve the quality of educational games. At present, as technology progresses, one can truly see that video games have become an important factor in learning.
Technology enables students and teachers to have a fast and easy way to acquire unlimited access to tons of information. With all of the useful technologies, the curriculum is bound to change in endless ways, creating more opportunity for learning.
Thesis: With enhancements in the gaming genre being created every day, many industries, experts and educators are seeing the benefits of using this technology in ways outside of just entertainment purposes.
Starr, L. (2011, June 14). Education World. Retrieved 11 2, 2013, from Technology Integration/ Ideas That Work: http://www.educationworld.com/a_tech/tech/tech176.shtml
Whether technological integration has positive or negative impacts on teaching and learning has been paid increasing attention and a numerous research has done to explore the issue. Regarding the issue, the question of if training teachers in the use of technology in classrooms contributes to students’ outcomes is still an endless argument. This essay will explain two reasons why such training brings about positive academic achievements for learners and a number of training guidelines that can be followed.