Results from Project Tomorrow's annual Speak Up survey reveal a disconnect between students', adults' views on technology in schools
Primary Topic Channel: Research
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Skill building games for younger students
There are fun free skill building games at ArcademicSkillBuilders.com. If students are going to be playing video games, the might as well be educational instead of violent! These games have actually improved classroom scores. Students love them.
Posted By: dshob, 2008-04-15 10:56 AM
limited access
There is a reason schools limit on-line access to students. Of course students want more freedom on-line, but it is not for academic purposes 90% of the time. And that is a very conservative estimate.
Posted By: sheila.mackey, 2008-04-15 10:31 AM
Interested, But Reserved...
I am always interested in looking at new technology that will truly help curricula. Gaming certainly has possibilities, but just because the students want it does not mean that it is a 'Have to Get' item. In order for any technology to be useful as a teaching tool, it has to serve the needs of the curriculum. I forwarded DimensionM to our Math teachers, and we will have a thoughtful conversation about it. But if it does not really serve our student's needs, then we will not incorporate it just so that we can say that we have it. Gaming would have to be introduced in the appropriate subject and used appropriately as well. I believe this article is a call to software vendors to create useful products for the classroom, else the teachers cannot really explore appropriate uses of the technology.
Posted By: mliberty, 2008-04-15 9:13 AM
Disruptive Innovation
The creation of student-centric systems through computer based learning that motivates our students, and utilizes the technology what is wrong with that? I believe the old monolithic structures days are numbered.
Posted By: pmarsh839, 2008-04-15 8:39 AM
Pro's and Con's
I agree that laptops and/or unlimited computer access can be a distraction for students, though "Are you kidding?" admits the students learn in spite of their apparently "distracted" behavior. However, I have also seen a great deal of learning take place through the playing of games- an organized, focused electronic interaction designed to engage students in curricular materials. Likewise, I've seen amazing higher ordered thinking occur from seemingly non-academic students, when they are asked to design games with specific "learning criteria" in mind. Hhaving students assess what is important and how to incorporate that into their design is both creative and assessable. If games connect them to the content, then why not let them play games? Better yet, why not teach them to design them?
Posted By: caporaj, 2008-04-15 8:36 AM
Are you insane?
I teach Writing and Cultural Studies at the community college level. Two years ago I had room assignments in Computer Science classrooms (there was quite a bit of construction on campus those two semesters). That meant that each student in those classrooms had a computer with high-speed LAN Web access in front of him or her. My lecture style is to walk about the classroom, and as I did so I all too often (throughout the semester!) found "students" playing online games, IM-ing other students (in and out of the class), doing homework for other classes, usually on Google, and generally doing what any late-teen or early-twentysomething will, after a lifetime of conditioning, do in front of an active screen: be distracted by whatever is on the screen. Happening upon one of these many students, I would turn the screen off, then move on, only to turn around and see the screen on again. And I have been told by my peers I am an exceptionally good lecturer who well knows how to connect with students. But competing with the Internet, I haven't a chance. This is why I ban laptops and cell phones in my classrooms. And just imagine: somehow the students learn. It is amazing. Please, do not encourage such drug use (screen time) among your already frightfully addicted students just because they say that they would prefer to have laptops and unfettered Web connection in the classroom. Of course they would; they are addicted to them. Would you offer smokes in the classroom if students said in a survey that cigarettes would help them concentrate better or easier? I would much rather see those in secondary education concentrate on instructing students that "are" and "our" are not interchangeable, so I won't have to teach them so, as I do now.
Posted By: professorj, 2008-04-15 5:40 AM
Quest Atlantis 3D Online Education Games
I have searched for many years for an academically grounded online game environment and was fortunate enough to locate Dr. Sasha Barab and his team at Quest Atlantis (QA) at Indiana University. This program is superlative and has received accolades from teachers, students, parents around the world. The program has demonstrated significant learning gains with both poor performing as well as gifted students. The QA program is now widely scaling out to schools through the generous support of the MacArthur Foundation ($2m), NASA, NSF, Food Lion, and others. Teachers can find a whole host of standards-based real world relevant learning environments for their students. Teachers can find out how they to sign up for a guest account and learn more about QA at www.questatlantis.org
Posted By: gnewman, 2008-04-14 10:44 PM
We have the games and research
We have been researching the use of simulations and games in 3-D virtual worlds for the past 2 years and have now collected preliminary data to show they do work in the teaching of difficult to teach and learn science concepts in middle school science. You are welcome to try out our games and learn more at http://vital.cs.ohiou.edu/softwarereleases.html TFranklin
Posted By: franklin, 2008-04-14 10:20 PM
Take a look at the NewNexus.org
There's important information in this article pointing educators to better ways to help students learn. Please take a look at the New Nexus Project's website (http://newnexus.org) to see one way that virtual world software could be used by teachers. This project is in its infancy, so we need support from all quarters to get this FREE, NON-PROFIT organization off the ground. It's goal it to see the creation of free virtual world software for education that anyone anywhere can download and use.
Posted By: tripp8, 2008-04-10 11:50 AM
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Gaming: Extending Right & Left Connectivity?
Gaming. Could it be that gaming is an addendum to Audio-Visual stimulus with laser beam focus? As with ALL learning modes, there are tremendous risks including opp's to travel online inappropriately. Most often, in my own teaching, the measure of EFFECTIVE USE OF TECHNOLOGY is based, primarily, on my role as facilitator and manager of my own zone. While we expand protocols in best practices, we are hopefully broadening the envelope of multiple intelligences as well. CORE must not equate with BORE. Neither should ARTISTIC/CREATIVE equate with INEFFECTIVE. Gaming is a current cultural norm. As with all excellent teaching, some of the most effective teachers have used the CULTURAL HOOKS to connect learners to the tasks at hand. Is the use of gaming the main issue at hand here? Where are you on this spectrum? John Wilborn www.johnwilborn.wordpress.com
Posted By: john wilborn, 2008-04-15 9:53 PM