...process of learning, situate learners in a thoughtful setting, promote constructive attitude towards the course of learning , promote inquiry-based and integrate multiple topics to confront learners. The emergence of entertainment-based cultural background increased the subject of taking serious action towards the implementation of videogames into classroom. Videogames have the capacity to enrich the learning process and encourage student commitment. This paper examines the integration of videogames into classrooms, as it can benefit students to improve cognitive skills and reach curricular education goals. Thesis statement “The integration of videogames into classroom learning process can allow students to reach curricular learning goals and develop critical thinking skills” Historical background The rapid development of gaming industry is on its way to outdistancing television and film industry. A movement was started in the year 2003 to use videogames in training and teaching process. This movement is known as serious games. The significant range of representations of worldwide people and society in the field of video games created a huge opportunity for cross-cultural learning and education in any field of study. In the world of globalization, screen culture plays a vital role in defining the work and need of people. The young generation of people is gaining further...
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...http://kids.nationalgeographic.com/ | National Geographic for kids, there are games, videos, pictures and information on nature. | 3rd-6th | Science and Social Studies | 2. https://www.brainpop.com/ | It has a variety of subjects with videos, games, and even worksheets. | 3rd -12th | Science, Social Studies, Math, English, Engineering and Tech., Art and Music, Health | 3. https://www.khanacademy.org/welcome | There is a variety of subjects and videos on this site. | K-Beyond High School | Math, Science, Economics and Finance, Arts and Humanities, Computing and Test Prep. | 4. http://www.funbrain.com/ | Fun games to learn math and reading skills. | K-8th | Math and Reading | 5. http://www.kidsknowit.com/ | Lots of information on this sight. Movies, posters, worksheets, games, etc. | K-12th | Science, Math and Spelling | Introduction Technology has inundated our home, work place and yes, our schools. With that, one needs to look at the importance of integrating technology in the classroom and why it is so important. “Researchers, educators, administrators, policymakers, and parents are now searching for the best ways to integrate technology into classrooms in order to enhance teaching and learning” (Rafool, Sullivan, and Al-Bataineh, 2012). While incorporating technology in the classroom, one has to look at the classroom as a whole and how the technology will enhance or take away from the classroom and lessons being used. Technology is not only computers, printers, calculators...
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...industry includes eight sub-categories, of which five are core industries while three are related industries. Core industries include digital gaming, computer animation, digital audio and video, digital publishing and archives, and e-learning. Related industries include mobile application services, web services, and content processing software. Table 1 Scope of Taiwan's Digital Content Industry Main categories Related Industries Digital PC Games Content Gaming Online Games Processing Software for Home Game Software Multimedia Tools/Software Embedded Software Consoles System Integration Service Software for Commercial Other Software Game Consoles Software for Mobile Devices Textbooks Mobile Tools/Platform/System Applications Integration Services Learning Hardware/Vehicles Digital Audio Digital Music & Video Digital Karaoke Digital Video Broadcast Video Rental Digital Electronic Boards and E-Learning Web Services Personal Image Authorization and Derivative Products Digital Content Publishing Publishing & Circulating Services Archiving Internet Content Provider Internet Service Provider (ISP) New Media Animation (ICP) Movie Animation Mobile Receiving Service and System Integration Television Animation Animation Mobile Content Add-On Services Services Computer E-book Reader 1 Internet Data Center (IDC) II. Taiwan’s Industrial Environment The digital...
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...The educational resources selected are to be used in a third grade classroom. A.) Education resources 1.) Visual: Educational Insights GeoSafari motorized Solar system (www.Amazon.com/educational-.Insights-Geosfari-Motorized-sysytem/dp/b0062R018/ref=SR_/_/?s=toys-andgames 2.) Audio: Clue Finders 3rd Grade Educational Computer Game( www.Amazon.com/cluefinders-Gradeeducational-computer/dp/B00IT3516 3.) Multimedia Files: Scholastic News (www.SNI.scholastic.com/SN3/01_01_06_14SN3 4.) Video: You tube Science-Parts of Plants (www.youtube.com/watch?V=xfcw1reQzWQ 5.) Graphical Representation: Interpret Bar Graphs(www.IXL.com/Math/-3/Intepret-bar-graphs B.) | Category | Material/resources | Early Childhood | Hearing impaired | Limited Sight | Behaviorally Challenged | Gifted/Talented | Learning Disabled | | ESl/Multi-cultural | | Visual | Motorized SolarSystem | y | y | y | y | y | y | | y | | Graphical representation | Internet Bar Graph | y | y | y | n | y | n | | y | | Video | Science:parts of plants | y | n | y | y | y | y | | y | | Multimedia | Scholastic News | y | y | y | n | y | n | | y | | Audio | Clue finders Computer game | y | y | n | y | y | n | | y | C.) Resource appropriateness is a never ending problem teachers have to address with every lesson plan. Above you have reviewed my acquisition of five educational resources that have been deemed as appropriate or not. This essay will provide the explanation as...
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...Rotman – Problem Solving Challenge In an interview back in 2013 when asked about the future of education with respect to wearable technology Bill Gates said that wearables was cool but he did not see a connection with education. I would like to disagree with him and believe that wearable technology has massive potential and can change the way we learn both inside and outside the classroom. While we have just started exploring the concept and many of the developments being made in just the past 2 years, the wearable technology is is still in its infancy with many companies just testing the waters and seeing where it leads. Current use of Technology in the Classroom When the ipad was released in 2010 it was initially dismissed to be a luxury item with no exact purpose but just in a couple of years it has sold more than 240mn units till Jan 2015 and has found its way in many industries including education. There are many schools and universities using tablets to facilitate the learning process. There will be a similar growth in the wearable technology sector. It will majorly affect the media, entertainment and enterprise industries and in a few years find its way in the education sector. Massive Open Online Courses – Coursera, EdX, Khan Academy Aurasma – augmented reality platform being used in educational institutions Synchronization tools, cloud apps file storage, Open Educational resources Google sky map for astronomy Education should adapt with technology/ What...
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...out of it. Planning and assessing students are very crucial because we need to know everything regarding the student’s education. Technology can be used to facilitate and enhance instruction in the classroom in so many ways. Technology will help students acquire the skills they need to survive within the workforce and life period. It is good for students to know about technology and how to use it in their everyday life. Technology helps by fostering all learning such as conversing, reflecting and putting into action the use of it all. If you look at the bigger picture, technology is more than just hardware. Technology is also the designs that engage learners. Technology can also consist of any technique or method for engaging learning, such as critical thinking skills. Technology also changes the way teachers teach, offering educators effective ways to reach different types of learners and assess student understanding through multiple means. It also enhances the relationship between teacher and student (Article “Why Integrate Technology into the Curriculum? The Reasons Are Many”edutopia.com, 2013) The possible pros and cons when using technology to facilitate learning is the safety of students going beyond their boundaries when exploring, cost effectiveness, lesson integration, computer training and teachers using the tools needed. The pros for safety of exploring are simple because computers are used by students to research paper and other information. The cons for safety...
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...Computer Notes Multimedia – the integration of text, still and moving images, and sound by means of computer technology. * Words can be written, spoken, sung. * Images can be drawings, charts, diagrams, paintings, photographs, buttons, animation or video. * Sound, also called audio, can be voice-over or narration, sound effects, music. * Video can be live, recorded. * Types of multimedia productions: Presentations, Tutorials, Games, Simulations, Web pages. Development of Multimedia: * Graphics (drawing, painting, photography, digital photography.) * Audio (speech, music, recording sound and music, broadcasting.) * Movie and Television (film, video, digital video, 3D Video.) Uses of Multimedia: * Education – to learn in new and stimulating ways. * Business – to share resources, deliver information, train employees, and advertise goods and services. * Leisure and Recreation – to play video games, surf the Internet, and plan leisure time. E-commerce – business transactions conducted over the Internet. These transactions are: * Business-to-Business transactions (B2B) * Business-to-Consumer (B2C) * Customer service * Advertising Multimedia in the Workplace: Corporations use multimedia and the Internet for: * Employee training * Working away from the office * Teleconferences * Company networks Multimedia in Our Lives: Multimedia has added a new dimension to publishing, news, and entertainment. It’s...
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...EDU-225 Instructional Technology April 13, 2013 Instructor: Toni Kutner COMPREHENSIVE CLASSROOM TECHNOLOGY PLAN Mission Statement: Teachers will promote 21st Century Pedagogy. Emphasis will be placed on core subjects to support state standards of learning. In addition, students will develop skills in creativity, critical thinking, problem solving, communications and collaboration, life skills and digital technology. Technology will be a tool to engage students in the learning process. Teachers will engage in professional development to enhance education. Teachers will prepare students for success in the 21st century global and multicultural community. Vision Statement: The 21st century student will learn to his or hers fullest potential. Technology will be woven into traditional and innovative teaching methods to enhance student learning. The needs of students will be fully addressed to prepare them for lifelong learning, personal success and independence for their future achievements. Rational: In order to prepare students of the future, it is necessary to engage students with the aid of new technologies. Students of today are digital natives. They have grown up in a society filled with innovative technology. Technology is advancing in an accelerated pace. It is role of educators to keep pace with these advances and find new and innovated ways to facilitate student learning. “Traditional 20th century educational practices will no longer...
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...addition of digital revolution it has popularly increased the speed at which education is transforming. From the past 20 years, there have been changes in technological education that few people ever dreamed. . Many colleges and universities have started offering distance learning programs before the discovery of internet where these programs were difficult to find at that time. Due to this reason, many people who lived in villages and towns lack access to these universities and colleges. There is no doubt that technology has greatly involved in our daily lives and mainly when we are talking about education field. There is almost no escaping from the fact which is produced by the researchers. Education has been widely affected by the integration of technologies as it is a fast way to reach mass number of students. Literature Review – There are basically three main theoretical frameworks presented in the educational technology literature which are Behaviorism, Constructivism and Cognitivism. These frameworks were presented earlier which is present in today’s literature. We will discuss some of the frameworks which as follows – Behaviorism – This framework was developed in the early 20th century with the animal learning experiments of various scientists. Many psychologists used these theories in order to describe the parallel human learning. (Summers, 2013) Constructivism...
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...FUTURE SCOPE 33 8. CONCLUSION 34 9. REFERENCES 35 1. INTRODUCTION 1.1 Abstract Virtual Classroom represents an innovative shift in the field of learning, providing rapid access to specific knowledge and information. It represents an interface between the students and a professor and provides personalized learning materials to the users. It offers a possibility to the attendees to share different resources at once and work with them as if they were at the same place where (real) resources are. In the system design, we use agents as entities that work on different tasks in the system. A set of agents of the same type is responsible for handling different users and their requests. The cooperation among agents is established through the act of exchanging messages. A wide variety of classroom techniques are being advocated to increase learning: active learning, collaboration, integration of assessment and feedback. 1.2 Problem Definition Education will change tremendously within the next few years. The significance of life-long learning and life accompanying education raises the need for new teaching and learning technologies. Developing a virtual classroom system to promote a greater count of students to splurge into the field of education. It integrates the benefits of a...
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...Janine A. Bettis http://janinebettis.weebly.com EDU-225 7/20/2015 Entry 2: Technology to Enhance Instruction Integrating Instructional Technology Integrating instructional technology is very important in the 21st century classrooms. Technology has many advantages throughout education. As future educators, we are preparing our students for the future and technology is becoming more and more advanced. Today’s technology helps the teacher plan lessons and it also helps students gain valuable knowledge to succeed in today’s world. “There is also governmental legislation in place, such as the Enhancing Education through Technology program that requires all students to be technologically literate by the eighth grade. This is ensured by the Government Performance and Results Act program that assesses the percentage of eighth grade students who meet technology requirements.”(www.uscranton.com). There is a variety of technology that is being used in classrooms today. Kid Blogs Kid blogs is a great way to get the younger students involved in technology. It allows them the opportunity to start up their own blogs that are connected to their classrooms. Creating a kids blog in your classroom encourages the students to write more and use their creative side. Teachers are able to monitor all the activity in the blog, and parents have the opportunity to read the blogs as well. The kid’s blog focuses on meaningful writing, but allows students to also work on collaborating projects...
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...However, new eLearning systems have taken things to collaborative levels beyond stay-at-home learning in recent years. In order to fully understand the potential of eLearning, one also has to take a look at the different tools being used and the emerging trends which will shape the future of both teaching and learning. In particular, this paper will take a look at the two eLearning trends MOOCs and educational games. Only after becoming familiar with these technologies and approaches can we explore the issue of whether ‘traditional’ teaching will become obsolete in the face of eLearning in the years to come. CBT and MOOCs Computer Based Trainig (short: CBT) is the most well-known eLearning approach and has been around for more than 20 years. It refers to offline training with media like CD-ROMs or DVDs as well as Web Based Training (WBT) which requires the user to be connected to the internet in order to download eLearning content. Computer Based Training includes all kinds of virtual learning approaches, for example audio-based courses (podcasts), educational games or learning communities. Especially the latter ones are promising training options with the potential of becoming the teaching methods of the 21st century. MOOCs stands for Massive Open Online Courses, which describes free online courses and lectures with a large number of participants. They provide a great opportunity for educational institutions, enabling them to reach people of all...
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...current distributed design with built in redundancy, and for infrastructure security purposes. This also adds data security for information flow within the university and access to lower levels of the network for community wireless communications with verification of credentials.. This change in the Texas A&M network system upgrade was completed to satisfy the need of the students, faculty and staff using laptops, tables and other wireless products throughout the campus.. This project is a welcomed addition with the support staff and the faculty upon working on repair and maintenance of the facility’s and the communications between professors and students. Another major change and innovation in technology is the move to an interactive classroom. This allows for students to ask questions live during the lecture via email and have those questions answered during the talk. This technology also allows for class surveys to be taken to further explain a topic if it is not understood at the time of explanation. Web services such as Blackboard, Moodle, Ecampus and several others allow for students to manage their material, assignments and feedback to professors. This also allows for real time assessments from the student and professor of the students’...
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...Foreign Literature Computer Games Computers are used in entertainment for a very long time since 1970’s. Video games are used as a significant source for young generation such as children, teenagers and young adults in entertainment industry. Nowadays, computer games are played on not only PC’s but also on different gaming platforms like Xbox, Nintendo Wii and on mobile devices such as hand phones and PDA’s. This makes computer games much wider and popular. (Mitchell & Savill-Smith, 2009) Playing is one of characteristics of human. People learn serious information during playing computer games while feeling pleasure. Computer and video games become one the most popular activity for leisure times of young people in both western and Asian societies. (Vorderer, 2010) Positive and negative effects of computer games are discussed heavily especially on teenagers. Negative effects include headaches, eye problems, chest pain, and fatigue. Also game play causes sleep deprivation associated with eyes and 4 muscle problems. Playing computer games also create damage to social life by causing decrease on socialness and less positive behavior towards society. (Griffiths, 2010) Beside of negative effects, computer games also have serious benefits for players. There are many researches made for using computer games as an instrument in education and positive effects on skills like reading and mathematical thinking are discovered. Also participating computer games create a new community among...
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...determine future pathways to learning and allows the teacher to make adjustments to any learning experiences or assessments. Furthermore, records enable the teacher to reflect on the effectiveness of the teaching and learning plan and provide evidence of student learning for reporting to parents and stakeholders. Evidence for reporting to parents can be obtained from most assessments and LEs in the unit, for example, written evidence of students’ progress from the diagnostic assessment at LE1 to the mid–unit assessment at LE5 can be provided during parent–teacher interviews. Video recordings, photos and text messages can also be used as evidence of learning for parents through the use of online ePortfolios, such as https://www.storypark.com/. The final summative assessment at LE10 and LE11 is a showcase of students’ learning and achievement throughout the unit and reported to parents at an open classrooms...
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