Sunday, October 4, 2015

Digital Blog Post E

            I really enjoyed reading Chapter 7, it had a lot of information that was interesting to learn more about and reflect on.
            To me the most interesting thing I read about in Chapter 7 had to be the uses of software applications. We use software applications every single day in a school environment now.  I find it very hard to believe a teacher in this era can teach their students without using some form of it. Like right now, I am using Microsoft work to type this out. These software applications are so helpful in the classroom when it comes to proper grammar and setting up a properly formatted paper to be turned it. They are definitely one of the cornerstones in the educational industry in our day and age. Making them, in my opinion the most important learning tool to try an master as a student.
            Another thing I found very interesting in the chapter was the use of video games that are designed strictly for learning purposes. I think that introducing video games to children seems like a very smart learning tactic. I just put myself in a child’s shoes and I know that learning math wasn’t very interactive or fun, but if I had a video game that assisted me in learning how to understand the basis, I think it would be far more enjoyable and make me engage a lot more, especially in subjects that aren’t my favorite. Even if you didn’t make the video games an everyday activity; using it as a reward system would probably give the students extra incentive to get their work done correctly, that way they can be rewarded and continue to learn. It seems like a great thing to continue to introduce to classrooms.

            The last thing I read in this chapter that I enjoyed learning about was the information on building and creating software. The book mentioned software such as Word, PowerPoint, and Excel, and I’m glad I was able to learn most of the basis of that software’s because they have become so prominent in the way we learn today. Then we have the bigger apps that we’re designed using software such as Google and Google Earth; Apps like those that will continue to become more advanced, and also give us an educational advantage while we use them.


Maloy, Robert, Verock-O’Loughlin,Ruth-Ellen, Edwards, Sharon A., and Woolf, Beverly Park (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education, Inc.

Hurley, B (October 4th, 2015) Brain Gaming created with Piktochart

1 comment:

  1. Simple, but effective Piktochart - to make it a true infographic, you would want to add some kind of statistics to express in a picture, but you got started with it! :) Great reflections regarding gaming and software types/applications - a great way to begin the conversation about transforming learning with technologies!

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