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Learning by Playing: Video Games in the Classroom - 1 views

started by Elizabeth Ibarra on 28 Sep 10 no follow-up yet
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Learning by playing: Video Games in the Classroom - 0 views

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    The article I choose to read is very similar to Gee's Book we have been reading. It begins by talking about a teacher in New York, who is teaching a 6th grade class. But, this is no ordinary class, he is teaching these students through video games. These kids not only have the opportunity to watch video games and plot the characters movements, but they also have the chance to create games themselves. I then goes on to talk about what it would be like if the way we educated kids completely changed.
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Technology v. No Technology- Test Scores in Elementary Schools - 0 views

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    The article "Using Instructional Technology in Transformed Learning Environments: An Evaluation of Project CHILD," by Sarah Butzin, claims that students are able to learn more and are more motivated when they are able to use technology and implement the Computers Helping Instruction and Learning Development (CHILD) project. Butzin studied the effects of technology by comparing two schools that were both technology-rich. One school implemented project CHILD and the other school implemented a more traditional design. According to the author, the CHILD method involves a cluster of three grades that are broken into smaller groups and remain with the same teachers throughout those three grades (K-2 and 3-5.) The more traditional learning style still involved the use of technology in day to day learning, but every year the students changed teachers and only worked within their grade level. The CHILD implementation makes it so that children can learn at their own pace and switch stations that include bookwork, one on one or small group time with the teacher, working with technology, and hands-on experience. Butzin claims that this style of learning showed positive outcomes for testing scores, classroom motivation, improvement in behavior, and increased parent involvement.
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Part I: Answers to Questions About Video Games and Learning - 0 views

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    As I was looking for articles to do more research on my topic, I came upon an article that seemed to have a good amount of information that could be helpful to my research. A question that was asked in the article was whether or not all this technology that is being used in classrooms could be giving kids anxiety.
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How computers affect student performance, the good and the bad - 0 views

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    The Technology and Assessment Study Collaborative of the Lynch School of Education at Boston College did a study based on the "Use, Support and Effect of Instructional Technology" otherwise known as USEIT, in 55 classrooms in nine Massachusetts school districts. They were trying to research if student usage of technology would affect their tests scores on standardized tests.
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Facebook Education - 1 views

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    The first piece of advice the article Facebook Education brings to teachers is to create an alternate profile for yourself in order to avoid any awkwardness from the students seeing the teachers personal life and another profile for former students. Facebook Groups is an essential part of updating classroom work and homework and the same goes for photos. Updating photos of class work and homework can be a helpful way for students to know how to approach their work.
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Let the Games Begin: Entertainment Meets Education - 0 views

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    This article covers video game use in the classroom and the advantages to introducing students to video games.
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Object Lessons: Towards an educational Theory of Technology - 0 views

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    In this peer-revised journal, the authors give an evaluation and analysis of integrating more technology into classrooms across America. Not only do they bring in material that deals with success stories of some school districts with computer technology but they also look at more in depth matters like the teachers' uses of these new technologies. They give evidence to show how significant of an impact technology has on education as well as why some teachers are frustrated at the idea of more technology.
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Brain Pop - 0 views

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    In this article I have read was Understanding Multimedia Learning: Integrating multimedia in the K-12 classroom. I came across this article when I was messing around on the Brain Pop site. As I was reading through this article they pointed out that the students in K-12 are different in the way that they are "Digital Natives." They use this term as to describe who has grown up with technology verses people that have not. This describes the people who have never known of a world without technology.
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Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting C... - 1 views

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    In the chapter "Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences" from Marina Umaschi Bers book, Civic Life Online: Learning How Digital Media Can Engage Youth, the author claims that online games, such as Zora, help our youth engage in community and civics. Zora allows it's players to create their own individual avatar, with physical, mental, and emotional traits that the players choose. Bers argues that Zora is a great way for children to think about their identity and civic life by making choices that will show them how to acquire certain sills and attitudes to become good citizens. Like many other researchers, Bers agrees that it is easiest to learn by doing, and games like Zora are helping to improve the youths social awareness. This chapter describes engagement in society not only by voting and being political, but by forming communities and volunteering.
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    In "Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences" by Marina Umaschi Bers, Bers discusses a scenario that is being used all across the country. Zora is a three dimensional multiuser environment that students use to think about identity and civic life. Students make avatars and are in charge of everything going on in the city or summer camp. This came to life after identity construction environments (ICEs) were found that creative things to do on the computer make children learn better. The students work mostly with different civic identities like police, Jewish people, etc. along with real life, controversial community related issues which the students try to solve. Many of the tools used in Zora can then beused in real life and the moral values can be used both on the computer and in real life. Zora is different than traditional learning because "Children are put in the role of producers, instead of consumers, of information, knowledge, and habits of mind."
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The realtion between Music and Learning - 0 views

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    This aritcle examines the realtionship between music and learning in the classroom. Shows the benefits of integrating music with students learning.
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Social Networking - 1 views

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    The article, How to Use Social-Networking Technology for Learning, tries to get teachers to understand how to get students to interact with others by being "effective collaborators." It also goes into how to keep students engaged since many students can become easily distracted. By having open discussions about why students are using or abusing their social network, students can hopefully find a better way to portray themselves online.
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    The author is discussing this new classroom idea that will actually promote Social networking sites helping students create accounts, organize and share interest with others. The author shares a valid point, "Schools should reflect the world we live in today". The evolving world of Internet communication -- blogs, podcasts, tags, file swapping -- offers students radically new ways to research, create, and learn.
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When each one has one: The influences on teaching strategies and student achievement of... - 0 views

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    This article discusses a study done with 5-6 graders and their faculty. It talks about how allowing 24/7 access to laptops for each student in the class effects certain tasks that they are asked to complete that shows different skills.
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Digital media, youth, and credibility - 0 views

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    In the book "Digital media, youth, and credibility" by Miriam J. Metzger and Andrew J. Flanagin, they discuss the impact of standardized testing in classrooms. Through their perspective the two main subjects of standardized testing are math and English, leaving other subjects neglected. The passing of "No Child Left Behind" is brought up as the beginning of the standardized testing phenomena.
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A Vision Of Students Today - 0 views

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    What is college going to look like in our coming years?
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    In this video students from Kansas State share messages of how their life works. They basically let the viewer know that technology is needed and how just sitting in a classroom isn't going to make much impact to their learning.
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Digital Media - New Learners Of The 21st Century - 1 views

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    This video describes the ways five different institutions located in the U.S. have incorporated technology into their classrooms. What they learn is mainly through the use of technology.
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What is 21st Century Education? - 0 views

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    This is a whole website on 21st Century education, but i focused on this part of the website. In this part it describes how technology is needed in today's classrooms and how this class would be structured. The way they will be physically structured as well as the material and how this material would be taught.
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