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heinrosie

Statements - 19 views

started by heinrosie on 15 May 14
  • heinrosie
     
    Based on your research what is one point that you want to drive home to support the statement? Let's take one overall strong statement from each member of the group and we can create a single document in Google Docs to submit maybe in a format of list of facts? Any Ideas? Anyone want to volunteer to submit said Document? Here is the project's requirements:

    Our Instructions:
    Teams A & B: One member of your team will
    email your statement and links to your
    supporting resources in a document to your
    course instructor by
    Thursday at 11:59 PM (ET).
    Include:
    Cohesive group statement
    Names of contributing team members
    Links to articles, research, videos,


    The requirements on the rubric we are trying to meet:
    The team provided a concise
    case in which statements
    were justified, appropriate,
    and clearly supported by their
    research

    Case provided a statement
    indicating who contributed.
    Understanding of who
    participated as well as what
    efforts were provided from
    each individual were
    acknowledged and
    incorporate

    The team provided all documented information to the
    instructor before the deadline via a web
    2.0 tool
  • heinrosie
     
    Other than our group statement, our web 2.0 tool should be google docs which will include a link to our Diigo group list and that should get us an A on the project.
  • Kenneth Powell
     
    Well for me I would have to say that with technology becoming a driving force like it is, people have had to find better ways to learn through all of the highly distracting amounts of information being driven in to their brains, not only by social media sources, but also by finding a way to keep kids entertained while learning. It's too easy to become distracted, or even fall asleep to the old ways of teaching/learning.
  • Kenneth Powell
     
    Due to the highly distracting nature of technology these days, literacy can only be taught using these technologies. James Paul Gee believes that the people going through school today "are learning a new literacy" which does not exclude reading and writing, but expands upon it by including problem solving. Gee believes that video games are the perfect driving force for just such a change. (http://www.pbs.org/mediashift/2011/08/the-literacy-of-gaming-what-kids-learn-from-playing215/) If we stuck with the current way of doing things, learn without mistakes, we won't truly learn how to fix a problem, just know how one person tells us to fix it. It's this stagnant learning that video games give a change to, rather than learning one way, maybe there's another way, and if you fail, you get a chance to try again, and our society learns best through trial and error. (http://www.pbs.org/mediashift/2011/08/the-literacy-of-gaming-what-kids-learn-from-playing215/) With traditional education you don't receive the opportunity to exercise decision making, or even true critical thinking. (http://portlandtribune.com/wlt/95-news/129445-video-games-help-promote-literacy-) With video games Gee states that "immersive nature of digital games occurs" and "the body and mind are fully engaged in making meaning both by 'reading' the game and creating components or actions ('writing'). What he's saying is that people who play video games are doing the equivalent of reading and writing just by playing the game. (http://www.beyondliteracy.com/gaming-as-a-literacy/) These ideas have inspired many to begin creating ways to use games as a tool to teach. Jane McGonigal who is giving life to the ideas of gaming as a new literacy. While she is creating games to help us think of ways to fix current problems, the University of Washington is exercising this new way of thinking by creating a game called Foldit. This game allows players to help figure out different protein structures and different diseases that have come to the forefront of medical history. ([Sorry, I used wikipedia for this.] http://en.wikipedia.org/wiki/Foldit)
  • Kenneth Powell
     
    Let me know if you need me to do anything else!
  • heinrosie
     
    Here is my supporting statement!

    Many would agree that technology has evolved too rapidly for use in the classroom. "Some school districts added technology...but did not find that the technology was helping the kids' learning...This now makes sense - the district didn't first get all the teachers to change the way they taught." (Prensky, 2008)But with some training and rethinking how we teach students with the technology at our disposal can help improve literacy skills.
    In 2011 a study was done "Maine's statewide program, evaluations found little effect on student achievement-with one exception, writing, where scores edged up 3.44 points (in a range of 80 points) in five years (Silvernail & Gritter, 2007)." (ASCD, 2011) This study showed that literacy skills improved dramatically with the use of technology. Shortly after this study, a survey was done on teachers to evaluate the use of technology as an educational tool, not only did they see an improvement in literacy skills but "65 percent of educators said students are more productive today than they were three years ago due to the use of technology." (USnews, 2011)
  • cydney johnson
     
    LITERACY AND MULTI MEDIA


    In the paper "LEARNING WITH TECHNOLOGY" Evidence that technology can and will support learning. The author supports the argument that students learn at a greater rate while using multi media and technology as a part of their studies. They found they were significantly more successful than their counterparts that used a more traditional method. Can students learn using computers and television? Studies have found that the use of technology results in learning if used correctly. Research has shown that it significantly improves logical thinking and subsequent performance in reading and math. Even as young as age five they found positive results when using media and technology. Achievements in standardized testing were also significantly greater when using computers and games. While testing students who had learning disabilities, teachers using games showed that learning disabled students had higher scores than other students who did not use games. "Learning-disabled (LD) students using computer simulations scored significantly higher than did traditionally taught students-both LD and non-LD-on recall of basic information and problem-solving skills" (Woodward et al., 1988). Regardless of the means, when content is presented with the purpose of learning, researchers showed significant results being positive. Using word processing software and reading games, students improved grammar and had less errors then students with no abilities for technology. "Remedial reading students using computer reading games for reinforcement and remediation showed significant gains and improved attitudes toward reading" (Arroyo, 1992; Nixon, 1992).

    Technology that supports the environment of education along with an instructional foundation had desired learning outcomes. Success relies on the context and teachers facilitating the learning environments using the technology. It brings new opportunities and access to information that challenges them with a different perspective, such as, cultural and social issues resulting in a world based knowledge of learning that greatly benefits their future success. When researchers focused on project based learning they relied on the students for their expertise in computers and technology, using them as peer tutors to support collaborative learning. Students that participated in peer groups outperformed the others in competency testing as well as academically, upgrading the students problem solving skills significantly. They found the most success in peer to peer classrooms and that the students outperformed the non tech students. Along with being more interested in learning, students also went to school more often. Attendance increased and dropout rates were drastically reduced. After access to technology, the students became more engaged in spelling and it increased logical thinking. In language arts, science, math and social studies, technology positively affects students preparation for the workplace.

    Cited: (May 2002) A white paper prepared for Cable in the Classroom James M. Marshall, Ph.D. San Diego State University Retrieved from http://www.dcmp.org/caai/nadh176.pdf



    TEENS APP GETS POSITIVE REVIEWS



    In the news we more then often here of tragic or negative stories regarding students and technology. Stories of cyberbullying, cyberstalking and embarrassing or even unlawful interactions with media and technology are common on social media sites and message boards throughout the internet. Its nice to read about a positive side to technology and the youth of today's information age. A junior in highschool at the time, Christopher Bolton designed a phone app that would assist students in getting to class on time. It helps them sort out there confusing schedule and even lets them know of upcoming events, scheduled alerts and staff contact information. At that time, the North Vancouver School board had zero tolerance on electronics in schools. Now they have a different outlook on the subject, "if kids were going to have the technology, why not make it useful?" As long as the students are responsible contributors to online content, parents and educators are willing to allow them access in more depth. They feel as though it will help guide them to a better understanding of how their words and actions are interpreted. Christopher is now a mentor for youth, instructing them on how to be intelligent technology users. Bolton also went on to create an app for a contest that helped his parents choose a wine to complement dinner. At the time of the article he had approximately 5000 downloads.


    Cited: (April 7, 2014 Monday ). Teen's app gets positive reviews, even from his school. The Vancouver Sun (British Columbia), Retrieved from www.lexisnexis.com/hottopics/lnacademic













    VIDEO GAMES CAN IMPROVE LEARNING



    "Gaming" is a multimillion dollar industry. Many digital natives are engaged in thousands of hours of video game play in their lifetimes. Research has shown that games can help teach academic criteria and learning in general. Scientists recommend that working with the video game industry to invent games that are learning based is a growing market. Developing interactive games has shown to be part of modern, comprehensive, cognitive science and gaming makes for a better learning environment. Being in a unique market, scientists compiled a report drawing from research from community experts proving that interactive systems like gaming, teach problem solving and higher order skills. Businesses such as medical facilities and the "US Military" often use simulation software to train employees. Because they are engaging and interactive, digital natives are more receptive. The industry marketing these games is becoming more lucrative and because of this access to these games are becoming more available and affordable. Along with private companies "The Federal Government" are funding programs and research into the subject of simulation learning and training with educational video games. "The National Schools Association" says that even teacher develop uses technology for learning. In a structured environment, entertainment and arts are modern education tools that are used in homeschooling and other mediums of learning.


    (October 25, 2006 ). Video Games Can Improve Learning, Scientists' Report Says. Education Week, Retrieved from www.lexisnexis.com/hottopics/lnacademic

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