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Noelle Kreider

A look at the technology culture divide | eSchoolNews.com - 11 views

  • Today’s students represent the first generation to grow up with this new technology.
  • While educators may see students every day, they do not necessarily understand their students’ habits, expectations, or learning preferences–this has resulted in a technology cultural divide.
  • Students are very comfortable with technology and generally become frustrated when policy, rules, and restrictions prevent them from using technology. 
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  • Educators must relinquish the idea of being all-knowing and replace that concept with an attitude of being a facilitator, knowing that the world of information is just a “click” away.
  • Traditional schools, generally staffed primarily with Digital Immigrants, often provide very little technology interaction compared to the digital world in which students are actually living.  Digital Natives can pay attention in class, but they choose not to pay attention, because in reality, they are bored with instructional methods that Digital Immigrants use.
  • Today’s Digital Native students have developed new attitudes and aptitudes as a result of their technology environment.  Although these characteristics provide great advantages in areas such as the students’ abilities to use information technology and to work collaboratively, they have created an imbalance between students’ learning environment expectations and Digital Immigrants’ teaching strategies and policies, which students find in schools today.
  • Teacher training programs in the area of technology will be paramount in the success of the Digital Native.
  • Twenty-first century educators must begin to answer these questions: Do the educational resources provided fit the needs and preferences of today’s learners?  Will linear content give way to simulations, games, and collaboration?  Do students’ desires for group learning and activities imply rethinking the configuration and use of space in classrooms and libraries?  What is the material basis of digital literacy? What is different in a digital age?  What are kids doing already and what could they be doing better, and more responsibly, if we learned how to teach them differently? Addressing these questions will contribute toward bridging the gap of the technology cultural divide and result in schools where all students have greater potential to achieve academically.
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    Article discussing the technology culture divide between students and their teachers and its implications for rethinking how we teach.
Anthony Beal

Games For Learning Institute » Games - 0 views

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    "Most people would agree that a good game could help students learn. But what, exactly, makes a game good? With their vast popularity and singular ability to engage young people, digital games have been hailed as a new paradigm for education in the 21st century. But researchers know surprisingly little about how successful games work. What are the key design elements that make certain games compelling, playable, and fun? How do game genres differ in their educational effectiveness for specific topics and for specific learners? How do kids learn when they play games? Does the setting (classroom vs. casual) matter? How can games be used to prepare future learning, introduce new material, or strengthen and expand existing knowledge? How are games designed to best facilitate the transfer of learning to the realities of students' everyday lives? And how can we use all of this knowledge to guide future game design?"
Paul Beaufait

News: Tablets, Yes; E-Texts, Maybe - Inside Higher Ed - 5 views

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    "Claims that tablets will revolutionize the learning experience often go hand-in-hand with a push for more digital textbooks, but the Pearson survey showed that students don't often link the two. While most students perceived an educational value to tablets, only 35 percent said they preferred digital editions to print editions, and only about half of those preferred tablets to other digital devices" (Keving Kiley, 2011.05.25, ¶8, retrieved 2011.05.30).
Paul Beaufait

Home | Spigot - 4 views

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    On this site, the Digital Media and Learning Research Hub (University of California Humanities Research Institute) "aggregate[s] news, research, opinion and info for those working at the intersection of learning, technology, and youth" (2012.03.07).
Paul Beaufait

Evidence increases for reading on paper instead of screens - 4 views

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    "[S]tudies point to better reading comprehension from printed material..." (deck). "[R]esults from 33 high-quality studies that tested students' comprehension ... showed that students of all ages, from elementary school to college, tend to absorb more when they're reading on paper than on screens, particularly when it comes to nonfiction material" (Barshay, ¶¶ 3-4). That is, without the extra bells and whistles that digital texts can potentially offer" (¶10). "Still, there isn't yet convincing proof that the digital add-ons improve reading comprehension or even match the reading comprehension that students can achieve with text on paper" (¶12). Barshay, Jill. (2019.08.12). Evidence increases for reading on paper instead of screens [online news report]. https://hechingerreport.org/evidence-increases-for-reading-on-paper-instead-of-screens/
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Paul Beaufait

Ed Tech News | Scoop.it - 6 views

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    "'The latest trends and ideas for the classroom' curated by Carla Arena" (Scoop.it! deck, 2012.03.07)
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