Sunday, December 7, 2014

chapter 7 & 8

Chapter 7 describes how educational software, apps, and learning games enhance problem solving and inquiry learning. Students learn best when they are fully engaged which can be achieved by implementing problem solving and inquiry learning. Educators want students to ask questions, make predictions, test theories, and revise ideas based on data and evidence. Educational software and educational apps aid teachers in creating engaging lessons. Students get motivated when presented with real-life (ill-structured)  problems. No one simple formula can be used to solve such problems. Students think creatively and critically when using apps or educational games in classroom environment. Microsoft Word, PowerPoint, Excel, Adobe Acrobat, Photoshop, and Norton Antivirus are some of the software applications available to students. Kid Pix and Google Earth are among computer building, inventing, and creating software. Gamification is the "application of game elements to non-gaming situations, often to motivate or influence behavior. Educational games enhance academic learning by promoting higher levels of problem solving and inquiry learning. . Edutainment games promote problem solving and inquiry learning. Entertainment games are mainly for fun with relatively low levels of problem solving and inquiry learning without any explicit learning or educational goals for students. A stimulation games promote stealth learning where students learn without realizing they are learning. Intelligent tutoring system provides students with practice they need in weak academic areas.Students today are exposed to so many different technological advances promoting their problem solving and inquiry learning.

Chapter 8 lists different media technologies used in teaching such as email and text messaging, blogs, online discussions and Wikis. Communication technologies are divided into synchronous communications (occur in real time) and asynchronous communications (involve a time delay). Teachers also engage in educational networking. The big advantage of today's technology is a possibility for students to learn beyond the school day by following websites, blogs, teachers post notes, inquiry questions, homework assignments, and many more. Our class is a great example of learning beyond school day. We, students, engaged in so many different learning activities.

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