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Implications of mobile technologies in education
Implications of mobile technologies in education
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Of recent interest to me is the use of on-line games within the classroom. Specific to my interest is the teaching of first year composition on-line. The following paper is an analysis of two articles, one quantitative and one qualitative, on studies on gamification within a course. The qualitative article looks at a one week exercise where the students did a scavenger hunt like activity was designed to get the students better acclimated with course content and hopefully garner a real world or practical application of it. The quanitative article looks at a game designed to get students a better understanding of a specific economic theory. Despite neither of these studies having anything to do with writing, the design the authors took to each one provides insights for me as I begin my dissertation. The following is a more in-depth look at these possibilities through an analysis of each article. Qualitative Article The article, “How a Mobile Social Media Game Can Enhance the Educational Experience” by Parise and Crosina (2012), provides a case study on the use of gaming in a learning environment. The authors wanted to know if on-line learning elements integrated into a traditional face to face course would allow for enhanced learning outcomes. They created a game using a social media gaming platform called SCVNGR where they essentially created a week long scavenger hunt for the students to do. The activity combined both live physical interactions among students while also having them use on-line (including mobile) technology to acquire clues and communicate with one another. After the game was completed, the instructors met with the students and conducted a focus group asking theme the following seven questions: Do you fe... ... middle of paper ... ... The review emphasizes the importance of learner centeredness and how some students may be un-motivated no matter what the learning environment. They also go over the importance of “training” for the game as the more complicated, the more problems will arise. Works Cited Creswell, J. W. (2013). Qualitative inquiry & research design. Los Angeles: SAGE. Huang, W. H. (2011). Evaluating learners' motivational and cognitive processing in an online game-based learning environment. Computers in Human Behavior, 27, 694-704. doi:10.1016/j.chb.2010.07.021 Maxwell, J. A. (2013). Qualitative research design: An interactive approach. Los Angeles: SAGE. Parise, S. P., & Eliana, C. (2012). How a mobile social media game can enhance the educational experience. Journal of Online Learning and Teaching, 8, 209-222. Retrieved from http://jolt.merlot.org/vol8no3/parise_0912.htm
I believe observations were very accurate, but from my experience as a teacher, what she indicated is becoming the norm. She mentions that students who came in for extra credit were very enthusiastic, but the following year when students were required to participate, the enthusiasm had waned, to the point that some students did not participate. I will bite my tongue, in regards to students not participating in ‘fun’ educational programs. Teachers and faculty spend countless hours in developing material to engage students, and the best courtesy that some of these students can offer is apathy. I will get off my soapbox now…Whew! To conclude, the paper’s primary aim is to help library instruction, but its use would work for most any discipline. Again, to recant, the author and I included believe that integrating games into instruction can have positive outcome sometimes strong outcomes. The current thought is if one says game and education, one will probably think of digital game. In addition, the thrust of the argument is a game can simplistic and non-digital to be an effective tool for
Annetta, L. A. (2008). Video Games in Education: Why They Should Be Used and How They Are Being Used. Theory Into Practice, 47(3), 229-239. doi:10.1080/00405840802153940
Game Appreciation is the second stage of TGFU. This stage is important because the teacher begins to teach students the rules of the game. Teaching students the rules of a game before having them participate will help their performance, and improve game play. If a student is unable to learn the rules, then it would be ha...
I can still see that there’s a lot of potential in the field of education Gamification. Clearly there should be a way to help kids learn from what they do best – play. This is why many educators are looking into a variety of new tools and techniques in Education Gamification. If we can harness/utilise the energy, motivation and sheer potential of their game-play and direct it toward learning, we can give students the tools to become winners in the real game of life.
McClellan’s (2005) article reports that according to Johnson’s study, computer games are essentially brain exercises that improve the psychological fitness holistically because they require continuous focus, strategic decision-making, and creative thinking. Video games, another form of screen technology, have also been found to improve these aspects which are important as children often find gaming fun and this must be utilised productively to aid the development of cognition / mental acumen. An example of this would be Assassin’s Creed, alternate versions of history role playing game, which develops spatial skills, strategic thinking, and executive
Presently, video games aren’t merely toys that negatively influence the youth. They have become an alternative means for people to learn and train for work. Games teach values and essential information, and motivate its players to achieve goals. Soldiers and doctors benefit from video games as well. The collaboration of game developers and educators helps improve the quality of educational games. At present, as technology progresses, one can truly see that video games have become an important factor in learning.
Throughout my learning in school, I’ve learned that there are multitude of ways teachers teach and most of them have their own style, but to some there may be certain techniques that every teacher uses that are terrific or awful. There are numerous ways to improve the tasks given to students: Hands-on learning, having dialogue with the students one-on-one if needed, and games can help learning. Each person is different in their own individual way to learn, but I personally believe that these could improve my education the most.
...the ideas that are taught in schools. Games also need to intermix instruction with demonstration. This is a big difference from the basic way of learning in school, which is memorize and regurgitate. Demonstrating shows the student what it looks like and they retain the content longer.
The web is no longer a read only product, it now has the ability to be interactive and particpatory. Users are able to interact over the internet with each other with instant messaging and emails and use social networks to share news, videos, and photos with others, bringing people with common interest, opinions, and experiences together and closer. Some of the most popular social networks include Facebook, MySpace, and LinkedIn. Currently social networks are mostly used to keep in touch with friends, colleagues, peers and family, there are far more benefits, that the social media platform can provide. This paper explores the topic of social media in modern education. There are benefits and disadvantages to social media being used in the classroom setting, and they are discussed in detail through the paper.
This essay will explore the advantageous and disadvantageous aspects of computer games for children, teenagers and adult and argue for its positive and negative health and social implications of this trend.
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.
The concept of “edutainment”- the hybrid of education and entertainment has existed almost as long as video games have. Evidence of this is The Oregon Trail, a game about the colo...
A study done by Association for Supervision and Curriculum Development (ASCD) in January 2015 shows that there are some benefits of online learning with the help of social media such as time saving, high flexibility, cheaper in cost, and so on. Again, in reality, there are more unwanted consequences in practicing online learning than the positive achievements. Although it is hard to argue that online learning does serve its function as a fast and cheaper communication very well, the quality of human interaction does not seem to agree in the same way. Encouraging students who are usually still young to rely too much on social media has the potential to make them less social and in this case, social media acts as a new set of communication barrier (Tardanico, 2012). Depending too much on online notes, YouTube online video, and video chatting as a mean to study will extinguish the need to interact face to face, doing hands on exercises in class, and also eliminates the fun of feeling the atmosphere of being in class with friends, which actually refer to the real communication. Without real communication, students would not be able to strengthen their interpersonal skills and this will surely leads to poor quality of human interactions. Therefore, it can be said that the time saving, high flexibility, and cost saving features in online learning through social
The traditional education environment is starting to implement new ways to teach students with the rapid development of technology. One strategy is the use of the internet to communicate, listen, and share ideas among students and professors alike; specifically the use of the internet realm in wikis, blogs, and podcasts. Blogs are either a website in itself or a part of a website where something like an interactive journal is being used; a person can write about anything they wish, link or show images, and decide whether other people can comment on the blog entry. Wikis are websites or webpages dedicated to providing information about a topic and can be edited by either the members of that site. Podcasts are digital files in the form of audio, video, or both that can be downloaded online onto computers, MP3 players, certain phones, and many more devices. Wikis, blogs, and podcasts could positively alter the educational format of lectures for students.
The advantage of playing online game is that it allows people to communicate to numerous numbers of others from different cultural backgrounds and countries. In the game, a gamer may want to exchange his item with someone. Therefore, he/she has to negotiate with others. Repetition of this negotiation can develop a gamer’s social skills. The disadvantage of online gaming is that spending most of free time in front of a monitor wills remove teenagers from their friends and society. Online games are not for entertainment purpose only.