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interelation between technology and teaching
interelation between technology and teaching
Technology and teachers
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1 Future trends
Using technology can change the way teachers teach. Some teachers use technology in 'teacher-centered' ways. On the other hand, some teachers use technology to support more student-centered approaches to instruction, so that students can conduct their own scientific inquiries and engage in collaborative activities while the teacher assumes the role of facilitator or coach.
In the past, game-based learning environments were prohibitively expensive for most organizations. Traditional game- and simulation-based learning applications have typically entailed mainframes, special interface equipment, and a years-long design, development and implementation process. Only a few sectors—most notably, aviation and the military—were able to justify the cost, because the quality of training was a life-or-death issue. More recently, health care organizations and medical schools have begun to rely on games and simulations, and practice on these tools is now encouraged or even required. For example, the FDA now requires virtual reality training for placement of some stents, and many medical schools have established centers dedicated to simulation training.
Today, game-based learning is accessible in many different industries, for four reasons:
• The success of game- and simulation-based learning in the aviation, military and healthcare industries provides a powerful proof-of-concept, and an endorsement of learning effectiveness.
• Advances in raw processing power with an attendant decrease in cost have brought game-based learning within reach.
• The development of stable, flexible game engines and toolkits are driving down the cost of development and reducing the need for 100% custom, from-scratch application developmen...
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...04; Chen & Magoulas, 2005). In summary, adaptation is the ability to modify lessons using different parameters and a set of predefined rules, in order to try to cater to the needs of all kind of learners and thus maximize the effectiveness of the learning experience.
An increasing amount of scientific publications indicates a wide research interest in exploring how mobile games can be designed and used to support a wide range of intellectual activities. Researchers and educators are looking at how to incorporate some of this new literacy into education (Rogers & Price, 2006). Promising results have been reported, although the majority of them are more driven by technology and have not always incorporated the actual learners or teachers into the design process. There are some exceptions, and in this section we will present a brief overview of some of these games.
Technology is everywhere; in the home, office, restaurant and the classroom. As teachers, we need to begin to embrace this technology and apply it to our students’ lives. But this begins with the teacher’s attitude and according to Johnson,
Technology can enhance class communications by offering many different ways to reach parents and students. The use of different technologies can help teachers to answer student questions as well as continue a class discussion outside of class. This is helpful for both the student and teacher because it allows the teacher to see which students are comprehending the material they are learning.
Trybus, Jessica. (November 20, 2014). Game-Based Learning: What It Is, Why It Works, and Where It’s Going. New Media Institute. Retrieved from: - http://www.newmedia.org/game-based-learning–what-it-is-why-it-works-and-where-its-going.html
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
From personal experience technology has improved the way I learn and has made it easier to students to collaborate with each other in order to improve our learning. To conclude, technology should be used in school’s curriculum and instruction because of improved communication, innovations to come and convenience to both the students and the teachers.
Teaching Games For Understanding Model is the topic that I researched. This teaching model was created by Rod Thorpe and David Bunker from Loughborough University. The abbreviation for Teaching Games For Understanding Model is TGFU. This model was made for students to help educate them about the games they play in Physical Education. This learning model does not reflect on the performance from the student. It focuses on teaching student’s skills and key concepts in the classroom. There are six stages in TGFU that specifically target an important skill or concept that the student needs. The following six stages are Game Form, Game Appreciation, Tactical Awareness, Decision Making, Skill Execution, and Performance. All of these stages combine to make one goal of educating students with the skills and concepts they need in Physical Education, sports, and life.
The birth of video games had started in the early 1950s; the games were used as simulations and artificial intelligence programs. Video games in the United States became main stream, and gained massive popularity in the 1970s and 1980s. This included arcade video games, gaming consoles and home computer games. Video games are played electronically by operating images produced by computer software on a television screen or handheld device. Typical Parents try to take video games away and promote their kids go outside, or to do an activity that would be more beneficial. However, it is important to evaluate the extent that video game mechanics do have a major impact on people’s education. The positive reasons for playing video games are playing video games are helpful for teachers in the classroom, learning strategies, and helping with mental illness.
devices in almost every classroom. Technology enhances learning, boosts confidence, and eliminates geographical limitations. Technology enriches learning by being able to come in different forms and do different things. "For lessons traditionally done with a paper and pencil, we now were able to do them in color, with animation, and with more depth and complexity"(McCollum). Teachers are now able to help stu...
Computer Games can be seen as a new way of teaching children in an engaging way because games are seen as a motivational tool, but why is this? It is potentially because of the interactive and responsive nature of games that also makes the user part of the outcome rather than being a passive spectator. Computer Games successfully aid the learning process of the players as people learn by enjoying themselves; this promotes the idea that educational games can still be fun to play. The most successful games are complex and difficult, because the gamer can expand their learning potential through adapting to the new rules of the game they are playing. On the other hand some gamers, specifically beginners, are put off games that are difficult to play. However game designers need to design their games in such a way that the gam...
The unquestionable success of video games leads to some great ideas concerning utilizing this technology in productive educational and training environments. This technology has shown evidence for the possible implementation as an educational and learning tool. With the successful use of internet-learning environments currently employed the next logical evolution of this technology merits further research. The significant barrier to the adoption of this technology into educational environments is the connection between two-dimensional scenarios and three-dimensional simulations. Immersive Massively Multiplayer Online Games or MMOGs have shown that
For the teacher, computer technology can lead to more efficient time management in record keeping and developing lessons plans as well as the ease of conducting any kind of research and communication without having to leave the classroom.
Computer games are becoming increasingly more and more popular, and, in some situations, essential in our society. First, computer games provide a wide range of educational activities and encourage different aspect of imagination, learning, exploration and creativity. The use of computer games has been around for several years, and it is well documented through disease, disabilities, learning skills and entertainment. The benefits that come from computer games are heralded to change the lives of many millions of people. By being able to treat disorders, disabilities, educational functions, fun, entertainment and provide numerous helpful benefits.
Some say that technology is a distraction and hinders the students from fully learning and developing important skills that they claim only the interactions with the teacher can provide. Teachers have said that technology is a powerful tool that allows them to introduce and demonstrate learning activities in a completely new way. It has been studied and proven that most kids are more motivated and interested in the concepts they are supposed to learn when the teaching tool of technology is used. A fifth grade teacher stated, “Technology is the ultimate carrot for students. It's somet...
Technology properly used in the classroom has many advantages to a student’s learning. Technology can help students become more involved in their own learning process, which is not seen in the traditional classroom. It allows them to master basic skills at their own rate rather than being left behind. Teachers and students alike can connect to real life situations by using technology in the classroom; this can also help to prepare students for real world situations. Technology can be used to motivate students as well as to offer more challenging opportunities. It can also be used as a visualization tool to keep students interested in the subject that is being taught. When technology is used effectively, students have the opportunity to develop skills that they may not get without the use of technology (Cleaver, 2011). Assessing and monitoring students is easier on the teacher because of the ability to use technology in the classroom. When technology is used correctly it offers limitless resources to a classroom atmosphere.
As facilitators of learning, our classrooms are filled with students who are comprised of generation X’ers and Millenial’s. We must be conscious to structure our lessons and approaches so that we can present content in the most effective manner. Technology, in regards to principles of teaching, challenges the teacher to not only learn what the technology is all about, but to learn to integrate it effectively within the context of their individual classrooms. Teachers in classrooms across the nation struggle with computer technology, the many features, and the never-ending cycle of new devices that are bought into their classrooms daily. Because of the lack of training and severe levels of discomfort, teachers have developed a negative disposition towards the use of technology when it applying it to principle. Recognizing the noted factors, it can be resolved that we do live in an interactive world. Our job is to effectively integrate the technology in such a way that it supports, guides, and enhances learning for all parties involved.