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TZIPORA KATZ:
ASSIGNMENT #1: E-LEARNING
2
The meaning of e-Learning is under constant evolution and development. A broad definition of e-Learning is “Learning conducted via electronic media, typically on the internet”
(Oxford Dictionaries, 2014). While this is an accurate description, it does not capture the true nature of e-Learning. An international team of education experts offers this definition: “E-
Learning is an approach to teaching and learning, representing all or part of the education model applied, that is based on the use of electronic media and devices as tools for improving access to training, communication, and interaction, and that facilitates the adoption of new ways of understanding and developing learning” (Sangra, Vlachopoulos, & Cabrera, 2012).
Regardless of the preferred definition, it is important to note that e-Learning is not an educational system, but a method of delivering education. E-Learning changes at the pace of technology, and with the circumstances of the learner.
Developments in E-Learning
There have been numerous advancements in e-Learning over the past 10 years. Some developments involve new technologies while others are improvements on existing systems.
Advancements include game-based learning, mobile technology (m-Learning), Massive Open
Courses (MOOC), web based collaborative open environments, and learning analytics. Game- based learning is not new, but is being used in new ways. Game-based learning involves taking the fun of gaming and applying it to education or work-related objectives. In the workplace, games are used to create training solutions for tasks ranging from administrative duties to direct customer interaction by combining the thinking of a business manager with the creati...
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...choice for most Americans.
Technology in Support of e-Learning
Current technology effectively supports e-Learning, but technology must improve for online learning to grow. Technology to delivery mobile content must be enhanced. Even laptops are becoming less prevalent as many students prefer highly capable and mobile tablets.
Technology should be taught to grade school students.Higher education must get students that know how to learn with technology and can take online courses without additional training.
Technology must be a core skill and not an addition to existing curriculum. Universities should develop methods for personal interaction between online students. Students need peers to discuss homework, grades, and other concerns. This type of interaction represents a typical college experience, and should be a part of the student life for a well-rounded education.
The first point that needs to be addressed is how video games are used for training purposes. Video games are used by the United States Army to train soldiers (Suellentrop). America’s Army helps the soldiers develop their fighting skills (Suellentrop). This video game also helps to teach soldiers how to learn to function as a team (Suellentrop). Along with the Army, video games train individuals how to respond in emergency situations (Issitt). Video games train people in many ways, even if it is unknown to many people how important they can be to society.
According to Medland (Medland, 2013), a great amount of time and money across the globe are spent on games, being one of the world’s largest forms of entertainment. Taking into account that games are played during our free time, at our own expenses and often requiring repetitive tasks, we still pose an unbelievable drive for gaming. The Gamification’s purpose is to make real life activities more engaging, by harnessing the psychological predisposition to engage in gaming using the same motivational mechanisms.
I believe that teaching and learning is both a science and an art, which requires the implementation of already determined rules. I see learning as the result of internal forces within the person student. I know that children differ in the way they learn and grow but I also know that all children can learn. Students’ increased understanding of their own experience is a legitimate form of knowledge. I will present my students with opportunities to develop the ability to meet personal knowledge.
If we can harness/utilize 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 real game of life.
Sir Ken Robinson states that, “Children are living in the most intensely stimulating period in the history of Earth” (TheRSA). They’re getting distracted by Iphones, television, recreational video games, etc. Which is leading to a possibly rampant misdiagnosis of ADHD in children across America. This is important to gamification because it exemplifies the dissonance that instructors may express towards this idea of bringing play into work. The students are going to require mental stimulation from an alternative source to keep their attention upon their work. Gamification introduces a method in which mental stimulation is a possibility through intractability with the coursework. One way that we saw this was through the implementation of
Posner (2004, p. 36) discusses the importance of understanding the situational factors that lead to the development of a particular curriculum. This curriculum has been created as a response to the problem of technology skills and resources being typically isolated as a separate curriculum, rather than being integrated into the broader curricular areas. This leads to curricula that are often devoid of 21st century skills needed by students to ensure future success (Partnership for 21st Century Skills, 2004). The goal of the curriculum, therefore, is to focus on specific technology skills that can be readily integrated into other curricular areas without sacrificing critical objectives within those curricula and, in fact, enhancing the relevance and levels of engagement in those areas.
Games for Understanding is a concept that teaches kids by playing games. Teaching games for understanding, has four categories that can help students learn by variety of game play. These four categories are known as, Target Games, Net/Wall games, Striking/Fielding Games, and Territory Games. These categories each have their own different ways of teaching games for understanding. Games for understanding is used to have students gain the proper knowledge of skills and tactics used in different sports. These tactics are helpful for all categories and makes games for understanding a success in a Physical Education classroom.
The tactical game model uses student’s curiosity in a game structure to promote skill development and tactical knowledge needed for knowledgeable game application, when planning a tactical game model, the teacher plans a structure of learning task that have a game like assembly to develop students skills and tactics, leading the up to a modified or full version of the game. These game like assignments and modified games are called game forms. This model stresses the development of tactical awareness that facilitates skill application in smaller forms of games, so that students can apply what they have learned in the full version of a game when the time comes. Students
...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.
Learning is a continuous process which starts from the day we are born . Every day of our life is enriched with a new learning which then becomes our guideline for the next many days to come. Learning is defined as the process by which an individual absorbs processes and interprets information. The brain, emotions , environment , cognition and experience- all play a key role in facilitating the learning process. Learning theories try to decipher the learning process by building a conceptual framework for the way individuals learn.
Although these tasks are important, they only represent a small part of what technology can do for an educational institution. Technology must go beyond just keeping attendance, it must focus on keeping students interested and productive. " Curriculum improvement is the best strategy to prevent dropouts; technology is especially useful in this regard" (Kinnaman 78).
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.
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...
“Education is probably the most important issue that affects the ability to benefit from technology.