This week’s
video and readings were filled with great details about how to engage students
in 21st century learning with technology. I feel like my district already does a good
job of utilizing many interactive software programs in the district
curriculum. We integrate software like
Big Brainz, Think Through Math, iStation, and Destination Success. Many of these programs the students can even
log in from home on, and continue their learning experience. Technology affects how students live
and communicate and when, where, and how they learn. Having digital
technology at their fingertips all the time means that students think, work,
and play differently from previous generations (Solomon, 2007).
Video games and
technologies put you into situations where you are forced to solve
problems. “If you think about it, a video
game is just a big assessment” (Gee, 2008).
You are constantly having to problem solve. In a game type scenario, assessment is
considered fun. However, in a typical
classroom assessment is the worst part of the day. Games don’t separate learning and
assessment. They are constantly
providing feedback so that you can continue to problem solve. I have always thought that many video games
provide the type of engagement that students of the 21st century
require and need in order to be successful in the classroom. Then again, there’s always the looming
question that it’s a little unfair that we would provide all these
differentiated technology related forms of assessment in the classroom, and
then expect them take a paper based state assessment at the end of the school
year which will ultimately tell them if they have mastered the grade level
standards.
“A good education is going to be
more and more difficult, and I see teachers more as coaches and role models
because in today’s digital age, the information is so easily accessible”
(Gardner, 2009). The goal of new digital
media is to provide information to a wide population. This idea that teachers should slide into a
more facilitator like role is important when designing student centered
instruction with a project based learning feel.
Giving students the resources and tools to problem solve, but also
providing them the space and time to collaborate together is vital to their
learning process.
The new media that Sasha Barab spoke
about is a highly engaging way of presenting the content in a video game where
they student is an active member of the learning process. They are presented with challenges, and given
the role as a “scientist” or “doctor”.
They take on this new persona in problem solving experience. “Media has no longer become a place where we
can sit back on the couch, and watch someone else’s stories” (Barab, 2009). Barab mentioned that print based literacy and
textbooks as they were traditionally framed and used were really powerful for a
long time. But, we’re in a different
time now. It’s not so much about getting
the information; it’s about using information to accomplish tasks. What’s interesting is that when failure is
experienced in a game setting, it is usually handled in a more motivating
fashion than when experienced in a non-game method. This video was extremely interesting, and
was full of information about how new digital media can be used in the
classroom.
References
Edutopia.org (nd). Big Thinkers: Howard Gardner on Digital
Youth. Retrieved from http://www.edutopia.org/digital-generation-howard-gardner-video
Edutopia.org (nd). Big
thinkers: James Paul Gee on grading with games. Retrieved from http://www.edutopia.org/digital-generation-james-gee-video
Edutopia.org. (nd). Big
Thinkers: Sasha Barab on New-Media Engagement. Retrieved from http://www.edutopia.org/digital-generation-sasha-barab-vide
Solomon, G., & Schrum,
L. (2007). Web 2.0: New tools, new schools. Eugene, OR: International
Society for Technology in Education
Youtube.com (nd). Vision for Technology in K-12 Education.
Retrieved from http://www.youtube.com/watch?v=AhoOG5Kf1w4
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