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Influence of technology in education
Influence of technology in education
Use of technology in education
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1 Introduction There is no doubt that technology is playing a major role in our lives and this role is growing bigger each day. As for most aspects of life, technology has its effects on education through many ways like using computers and internet and other gadgets to facilitate the process of learning. This paper focuses on a specific field of implementing technology in language learning which is known as "Second Life" (also referred to as SL).
Second life is basically an online virtual world that provides interaction and communication between people through their avatars (Aydin, 2013). Second Life was founded by Philip Rosedale (a.k.a. Philip Linden) in 2003 and was hosted and operated by Linden Lab of Linden Research, Inc. Second life's virtual world is populated with content that is formed and possessed by its residents. The use of Second Life in education within the online virtual world increased in 2006, around 100 universities and more than 225 member universities, research centers and museums deal with Second Life (Calongne, Hiles, 2007).
This virtual world was not actually intended for language teaching or learning; however it has the environments that are parallel to the (real world) and can be manipulated by students for educational purposes (Carter & Elseth, 2009). In other words, second life offer learners opportunities
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But once the user overcome this, there will be worthy places to visit while more are being established day after day, some are educational sites, but it might take hundreds of hours to acquire the skills in scripting and it also takes a lot of time to build anything there. In other words, teachers and students in second life cannot achieve anything that they could not achieve in normal websites. And it is more difficult to use as
In his article, “Extra Lives: Why Video Games Matter,” author Tom Bissell utilizes pathos to explain the extra life our society is born into when dealing with gaming, making us forget everything happening around us. Bissell gives many examples of his own life and
Virtual worlds such as Second Life and IMVU — which show a 3D environment on a 2D screen rather than immersing the user inside a room or by using an HMD — and the more recent rise of Oculus Rift have all contributed to the rekindled interest in VR. However, major technology and usability advances are still required for a low-cost, broadly used immersive virtual environment. In the meantime, growing popularity of 3D entertainment using 3D glasses — and, increasingly, 3D smart television screens and projections that do not require glasses — may relegate immersive VR to permanent niche status. Currently, augmented reality applications (which superimpose information on the user's view of the real world rather than blocking out the real world) or mixed-reality scenarios (where HMDs and context-aware software are used in a hybrid augmented/virtual environment) are more popular technology approaches to the problem of marrying immersive VR to a consumer
Within this paper we will take a brief look at the Language Acquisition Principles and how they work on the behalf of ELL students. We will see how these principles can be applied within our own learning environment. There is much information from Walqui article that gives a brief overview of ELL students and how things looked in the past for these students. Now that times has change we will see how educators can make the requirements for ELL students better and more effective for teacher and students. Hopefully, as we look at ways of changing learning for our ELL students we must remember that every student learns differently. Even if you follow the principles from 1-8 we must keep in mind that everyone is unique and process things within their own time table.
Overall, “all games reflect the rhetoric of the cultural context in which they are designed or played” (S&Z 534). For Left 4 Dead 2, the cultural rhetoric is able to be seen through game design of setting, the representations of gender through the protagonists and the play experience through its online multiplayer mode. Together they exemplify how a video game is able to influence a social cultural learning opportunity and experience.
...s. One strong example is flappy bid! Remember how happy you were when you passed the first stupid pole thing! That sense of achievement! Now let us talk about the recreation theory. You ever think in life, you know what would be cool is if I got married today? What if I did this in real life where would I be? Well that’s what recreation is for. You play games like Sims. You play a life of a in game person and do what you want to do in your life. You basically redo your life or “recreate” it and make this in game person’s life awesome! Well you see people in this game feel happy doing something they might not be ever able to do. Like being able to be a thief in a game because you know in real life you would never do such a thing. Have you ever wanted to be a really fit person? Well in the game you can, so why not? See this is how recreation games appeal to people!
Within gaming or anything that is interactive there is an element of “play” that coexists with the activity. Play becomes an important characteristic because it contains elements that are mentioned by Johan Huizinga to signify the importance of play culture. Huizinga elaborates on “play” through the concept of the magic circle and that “play” is not either “ordinary” or “real” life. These two characteristics within Huizinga’s play culture helps the reader define the idea of play, but rather puts it into question of whether or not “play” can have a definition or not. Play culture is reinforced with characteristics by Huizinga, but can be further argued that play inherit the characteristics, but does not fully define what “play” really is; especially not through the magic circle or having play being ordinary or real life.
Virtual reality can be defined as a, "technology that enables users to enter computer generated worlds and interface with them three dimensionally through sight, sound, and touch" (Newquist 93). Virtual reality combines computer simulation and visualization into a single, coherent whole (Peterson 8). Researchers say it embodies an attempt to eliminate the traditional distinction between the user and the machine. Virtual reality is intended to provide a means of naturally and intelligently interacting with information (8). Virtual reality is contending to be the interface of the future, allowing ordinary users to use their senses to interact with complex data.
In the twentieth century, the avoidance of the using L1 in classrooms dominated teachers’ minds; as well it was implemented in many policies and guidelines of language teaching (Cook, 2001). Thornbury (2010) listed a set of arguments against using L1 in L2 classrooms mainly for that the translation of L2 into another language will play negative effects on students’ learning process. He pointed out that the use of L1 will result learners to have a cognitive dependence on their mother tongue at the expense of developing independence TL learning. Although the two language systems are not equivalent in many aspects, students may have an awareness of the notion of equivalence of the two languages if translation serves to convey meanings. Some argue that the use of translation to convey the meaning of the TL is more efficient and more memorable. However, Thornbury (2010) sees the opposite. He stated that the simple and direct way of translation will make L2 knowledge less memorable since the process lacks mental efforts in working out meanings.
Thanks to the ubiquitous nature of the internet in recent years, the world has become more connected each day. The increased use of the web on a daily basis has opened the doors for teachers to give their students the opportunity to connect with people around the globe without leaving their home country. The internet allows teachers to link their students with students of other cultures in distant countries by utilizing online communication tools. This kind of teaching method is called telecollaboration and has been employed using different formats in classes all over the globe with the aim of developing intercultural competence and foreign language skills, such as e-tandem, virtual online exchanges, collaborative online international learning, and many others. According to Helm (2009), telecollaboration is “an approach to intercultural learning that uses internet technology as a tool to facilitate intercultural communication between classes of learners in different countries.” Numerous studies have shown that telecollaboration has been one successful teaching method to assist foreign language learners in developing this combination of language skills and intercultural awareness (Belz, 2003; Chun, 2011;
.... Also, whether going to parties with friends or playing games alone, the purpose is essentially the same; to have a good time. The advantages of living a Second Life are many. People bring themselves into this virtual world for the freedom to do anything they choose; Second Life presents its residents with many capabilities to be and do anything their imagination will permit them to. There is the originality of creating and building, as well as the ability to perform and simply have fun, yet there are also many relationships and friendships formed in this online world. These are communal attachments that extend outside of Second Life and into the real world, that influence the user's frame of mind long after they have turned off their computer and that they appreciate and hold in high regard as much - if not more - than their relationships in the real world.
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.
It is necessary to draw a distinction between foreign language and second language learning. According to (Wisniewski, 2007), a language lear...
Technology affects every aspect of our lives. From romance to business, it has shown its presence everywhere. But technology has had a huge impact on education that cannot be denied, and has done nothing but improve the quality and quantity of education.
I myself was guilty of the common misconception of what technology refers to. I too, believed that technology only refers to devices with a plug. It wasn’t till recently after class and after reading Chapter 2 in STEM Lesson Essentials that I realized that technology expresses a profound multitude of products, processes and systems. While the students evolve and become STEM literate they need to be able to comprehend and determine technologies and their use in the world, and then reach out and fix or find away to make it even better then it already is. The addition of the T and E can make the traditional S and M come alive for our students. (Vaques, Sneider and Comer page
Virtual Reality, aka VR, is an emerging technology that has yet to become mainstream like the smartphone or tablet. Even now when you ask someone about VR, chances are they will not seem too interested, but if it is someone who has already used it then they will show real excitement. VR is something that has to be experienced in order to realize its full potential.