Trip to zoo without leaving classroom! This tool is interactive and students can see and hear rear animals, including multi-touch, multi-user interactive tool. Another interesting aspect is that it never gives negative feedback. "Instead of telling you that it's wrong,
it just tells you that it isn't right. So students can work together to find the correct answer, which increases collaboration among students." Similarities with EcoMUVE?
I tend to agree with Professor Cuban - "IPads are marvelous tools to engage kids, but then the novelty wears off and you get into hard-core issues of teaching and learning." The real challenge is to convert the initial excitement and performance improvement into sustained progress. The key may be in leveraging the increased self-efficacy of students.
This article makes me wonder about the novelty bump you get when you try anything new. In EcoMuve, they researched the effectiveness of EcoMuve vs a new ecology classroom based activity. This tactic is measuring the effectiveness of the technology. However in these studies, if they had kids using a computer game to practice fractions, did the control group practice fractions using a classroom based activity? 15% growth is not much to get excited about.
While this article does not address technology directly, I think this is the type of school community that could so benefit from emerging educational technologies. The traditional school model has been failing them, and they are prime for redesign. I'd be interested to see even how something like ecoMUVE could begin to change the classroom atmosphere.