Sunday, February 15, 2015

Chapter 7

Chapter 7 starts off briefly discussing a online math program called 4MALITY (4-Coach Mathematics Active Learning Intelligent Tutoring sYstem). 4 math coaches assist children in word problems and online games concerning math. I have never been a huge fan of math so this program really grabs my attention. 4MALITY is a way to get elementary school students to be excited about math. Not only does it provide coach help and fun games, it also allows the child to become even more familiar with technology. With online games and apps teachers can better engage students.


Problem solving and inquiry learning with technology was another topic I enjoyed. This type of learning uses real life situations and issues to fully engage the student. For example: In English classes, if a student were to write about a specific person or profession, they would have to similarly do the job of whoever that person is. This type of learning eliminates many assignments and gets the students to engage more and motivates the student to learn. I feel problem solving and inquiry learning is a great idea. Plenty of times, students complain about the work and sometimes ask questions like "Why are we doing this?" & "How will this be helpful in the future?" Placing the student in a real world situation where they would have to count their money, write a letter or do other real life things education prepares you for, is a great idea. It shows the students exactly how these tasks come in handy once adults.


Digital games for learning(serious games), are also a great way of engaging the student. Teachers all around the world use them to convey academic material. Serious games are another form of technology to grab the student's attention and helps them focus more on the material. Educational games are active, challenging and demanding of focus and concentration to solve problems in innovative ways, whereas schools is most often passive and uninspiring as students take in information and repeat back onto tests. Serious games makes it more fun and research shows it has been known to improve students attitudes.
RESOURCES:
 "Best Educational Games." Educational Games. N.p., n.d. Web. 12 Feb. 2015.

 Maloy, Robert, Verock-O’Loughlin,Ruth-Ellen, Edwards, Sharon A., and Woolf, Beverly Park (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education, Inc.

No comments:

Post a Comment