I stepped through the doors of our energy efficient paperless school, one where students are encouraged to explore; it is focused around collaboration, gaming, virtual learning and 3D holographic technology, where all the surfaces are interactive and dynamic. The words came flowing; learning, feedback, group dynamics, e-portfolios, programmable and adjustable capsules...yes the day has began. Through ‘Berkeley’s world’ (BW) the game designed just for the school I got a request to show a visitor around for the day….Mrs. Daily. Upon stepping through the doors my alert came on my device welcoming me and also analyzing my mood and basic health stat so I smiled because of the results. Mrs. Daily looked at me puzzled; I explained to her that our biometrics system is used to examine everyone that steps through those doors. First, it identifies who you are and send you a welcome message, then it moves on to more detailed things such as your physical and emotional state...”you will see this in action later”. As we moved through the building she was fascinated by our multi-touch surfaces… “I have never seen it being used at such a level she exclaimed.
After showing her around, we went to one of our conference rooms. I explained the structure of our school before moving to one of our classrooms. I explained that our school is set on the instructional pyramid with four elements all interconnected, teacher, space, student and content. Our students, teachers and administrators are engaged on a daily basis and this is not only done at the classroom level but also due to the structure of the school, where we believe “education is designed and to design is education”. The students work is always on interactive display. Through the support of tea... ... middle of paper ...
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Instead of the franchises popularity having a positive impact, overtime, it infected the gaming market along with it’s consumers and developers such as Microsoft Game Studios and EA. It has become an aggrandized cancer on the face of video games everywhere, destroying franchises a...
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Video games have been given a bad reputation due to their sometimes violent nature. However, what are often times overlooked are the video games that exist which are more educational. As educators become more familiar with the options that are available, it could lead to video games being looked at much more seriously. As we have already learned, video games are able to be a positive aspect on a child’s educational experience. This was because it helps to keep their attention which could help to improve grades and test scores is utilized appropriately. Educators ultimately need to become more willing to allow these tools to be used in the classroom, and use them for their advantage. Rather than believing that video games are a bad influence for children, they should be looked at as a positive learning tool.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Technology is becoming more and more dominant in our society.Everyday upgrades are being made and new innovations are being discovered. Technology is all around us whether we want it to be or not: it is the vehicles we drive, it can be found in our homes, and can even be found in the grocery store.Every place we look there is some type of technology.I believe technology has had a major impact on our school systems and is still impacting it today.There are those who do not agree, though, that technology has impacted our schools.Eric Gormly writes, “In fact, many theorists point out the overall impact of technology on education has been quite small, manifesting little discernible change in the classroom.” [1]Yes, there are some schools that are not as advanced as others, but many of them do have a significant amount of technology in them.I find it fascinating that so much technology has been incorporated into our classrooms, but I believe that, even with all of the positive aspects that are associated with technology, there are some negative and even dangerous aspects that should be taken into account.I will be sharing some of the equipment that has been used in the schools, how both the students and the teachers use the equipment, and also the positive and negative effects that technology has had on our schools.
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The use of computer based games as learning tools in the classroom has steadily increased over the past several years and is a trend that David Martz, sales VP of education software company Muzzy Lane, believes will continue in the future. Among the games developed by Muzzy Lane is Making History, in which the player leads a European nation in the years preceding World War II (Electronic Education Report 2). Playing a game such as this one allows the learner to immerse himself or herself in the period they are learning about rather than...
The concept of “edutainment”- the hybrid of education and entertainment has existed almost as long as video games have. Evidence of this is The Oregon Trail, a game about the colo...
I can still see that there’s a lot of potential in the field of education Gamification. Clearly there should be a way to help kids learn from what they do best – play. This is why many educators are looking into a variety of new tools and techniques in Education Gamification. If we can harness/utilise the energy, motivation and sheer potential of their game-play and direct it toward learning, we can give students the tools to become winners in the real game of life.
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.
The Web. The Web. 19 February 2014 Norcia, Andrea. Parents & Teachers: The Impact of Video Games. Palo Alto Medical Foundation, Inc. August 2013.
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how video games are affecting their children’s lifestyles.
Gamification of the classroom is a topic that has been slowly gaining attention. Moncada & Moncada (2014) define gamification as the pedagogical technique associated with game-based learning. Gamification is turning a classroom, a lesson, a review, a test into some type of game format. It’s the use of games or elements of games in a typical non-game application (Muntean, 2011). It is important to distinguish between game and play. Play is an unorganized experience. Games, on the other hand, are structured with rules (Burkey, 2015). Gamification is incorporating game elements to make education more interesting (Apostol, et al, 2013). Merriam-Webster tells us that this word is a new addition to the lexicon, but the concept is not new. Gamification is not just for the classroom, it can be used in the workplace and for customer incentives (Caponetto, 2014). It is an emerging trend, predominantly due to the modern technology available today. Therefore, gamifying a class has power. It can help engage the student, capture attention of the audience and drive competition swaying people’s behavior (Kim, 2015). McGonigal (2011) speaks about how gaming has become a billion-dollar industry. Our society is
Modern technology has made it so much easier to obtain educational information for classroom or homework assignments. It offers educational games that stimulate the brain and help children who have difficulties focusing on traditional teaching and learning procedures. College students are even taking advantage of online courses that many colleges are offering as an alternative to physically attending classes. Advances in technology and computers will continue to play an important role in education for many generations to come.