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
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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