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Positive effects of using computers
relevance of computer to classroom educational aspect
relevance of computer to classroom educational aspect
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In this new age of technology and information, it is adapt or die in relation to owning a personal home computer. Growing up with a personal computer is nearly required of children in this modern generation to succeed; and its need will only widen in the future to come. The possible risks related to children, using personal computers, are preventable and far overshadowed by the potential for education and general benefits of owning a personal computer now and in the future. This is why the use of personal computers in the classroom and in the home is dramatically increasing as society develops into this age of technological advancement. As time goes on; children who do not own a personal computer will only be put further and further behind children who have the privilege of owning one. This is why it is urgent that parents who are considering whether or not to provide their children a personal computer are encouraged to do so despite the few possible risks. It is also imperative that schools keep up with the times by updating their in class technology, along with the courses they provide and the means to which they provide them. The world is changing and parents and teachers alike have an obligation to make sure that children are ready when the time comes for their generation to make an impact in this world. Personal computers are not just toys; they are the largest resource of information known to man provided at the users’ fingertips! Even computer based gaming has a tremendous potential for practical and highly effective educational purposes. In its 2013 season, ID Tech Camps planned to add three new courses based around the Minecraft platform along with numerous other games; providing another tool for learning and preparation... ... middle of paper ... ...perspective from around the globe is a gift that is priceless enough on its own. Works Cited Beale, Andrew V., and Kimberly R. Hall. "Cyberbullying: What School Administrators (and Parents) can do." The Clearing House 81.1 (2007): 8-12. ProQuest. Web. 12 Dec. 2013. Blake, JoAnn, and Goodman, Jennifer. “Computer-Based Learning: Games as an Instructional Strategy.” ABNF Journal 10.2 (1999): 43-6. Proquest. Web. 26 Nov. 2013. Leung, Nga-man Angel, and McBride-Chang, Catherine. "Game on? Online Friendship, Cyberbullying, and Psychosocial Adjustment in Hong Kong Chinese Children." Journal of Social and Clinical Psychology 32.2 (2013): 159-85. ProQuest. Web. 3 Dec. 2013. Subrahmanyam, Kaveri, et al. "The Impact of Home Computer use on Children's Activities and Development." The Future of Children 10.2 (2000): 123-44. ProQuest. Web. 12 Dec. 2013.
David Gelernter author of the essay, “Unplugged: The Myth of Computers in the Classroom,” used some rhetorical appeals but not many in his essay, whilst trying to logically persuade his audience that computers could be utilized in the classroom, but under certain stipulations. Gelernter has great credibility for speaking on education and technology, as he is a professor of computer science at Yale University, so he more than anyone should know the outcomes of using a computer as a tool while teaching. However, when it comes to technology a lot of older generations usually are pretty biased when discussing technologies advancements, Gelernter still had some very good points! Using computers while teaching our young children can be useful but with strict moderations; when, where, and why, because if not heavily monitored, computers could be extremely detrimental to the learning experience and processes for many students.
Video games have become a huge part of the culture of young people and adults alike, and many educators are finding ways to incorporate a love of games into their teaching practice, through options like “edutainment” and “gamification”. Edutainment is media that has both a high degree of educational and entertainment value. Gamification is the use of game mechanics and thinking in an educational setting, like earning points to level up or earning achievement badges for tasks completed. Both of these methods work well to engage students in learning. However, outside of edutainment and gamification, some educators are using non-educational video games, like Minecraft, to teach a wide variety of subjects and ...
The use of computer based games as learning tools in the classroom has steadily increased over the past several years and is a trend that David Martz, sales VP of education software company Muzzy Lane, believes will continue in the future. Among the games developed by Muzzy Lane is Making History, in which the player leads a European nation in the years preceding World War II (Electronic Education Report 2). Playing a game such as this one allows the learner to immerse himself or herself in the period they are learning about rather than...
“How Games Make Kids Smarter” a Ted-Talk by Gabe Zichermann, is a perfect example of the advantages that video games offer towards students. The Ted-Talk focussed on how educational video games are being used within a classroom setting, the results were very impressive. A below average 3rd grade class was offered a different way of learning, video games. Zichermann speaks clearly about the attention span of a student with traditional learning style versus the video game based learning, it was a dramatic increase. Many of the students believed that school was more fun learning this way and were excited to attend school. Within the 18 weeks that the students were using this video game based learning, the below average 3rd graders were now reading at a 5th grade level. Zichermann believes this way of learning is the future of teaching. “Many schools have already moved towards a more technology based learning, with schools offering computers for students as well as other devices, this is only the start of the future.” Zichermann says. Video games are the future of the classroom and can really make a difference, they increase attention span, make learning enjoyable, and overall can help the development of
When I was growing up there were very few computer games that could be used as learning tools. As a child I did have computer class, however this class was used to practice typing or for playing recreational games such as Frogger. When thinking about what to write this paper on I thought of one game that has been on the up rise with children as well as adults. This game is called The SIMS.
Gee, James Paul. "Learning by Design: Good Video Games as Learning Machines." E-Learning 2.1 (2005): 5. Print.
I think we can create a program on minecraft that is fun for kids and helps with learning history and other lessons!
Video games contain information that would help educate students, as well as providing a relief and also the changes involving games help students. There are people who simply think games are a distraction and others that may think that video games are poisoning the minds of children. But the field of video games is an evolving field, and we can utilize it to better equip students with skills like problem-solving and priority management. These skills are integral to a student’s success in the future, and we can help them learn them through something they love doing:
The ideal of interactive, highly-engaging training and education is ancient. A Chinese proverb says: "Tell me, and I'll forget. Show me, and I may remember. Involve me, and I'll understand." However, the gap continues to grow between antiquated, passive training methods and a workforce that lives an ever more interactive, multimedia, user-controlled lifestyle. With game-based learning tools to bridge that gap comes the promise of vastly more productive and engaged students and workers—ones who embrace learning.
Subrahmanyam, K. (2000). The Impact of Home Computer Use on Children’s Activities and Development: The Future of Children and Computer Technology, 10(2), 123-143. Retrieved from http://www.cs.cmu.edu/afs/cs/Web/People/kraut/RKraut.site.files/articles/subrahmanyam00-Compute%26kids.pdf
Technology forms the most vital element of life in the world today. Every aspect of our lives is dominated by technology and its importance in our lives is indispensable. One of the outstanding facts about technology use in schools is its controversial nature. There is no common agreement by stakeholders in technology and educations sectors about the use of technology in schools. There are two different factions, one supporting use of technology as a positive aspect, while the other faction disagrees, citing the detrimental effects of technology in students. However, the use of technology in classrooms catering for children continues to increase, as education develops more interesting ways of enhan...
Educators attempt to provide safe, nurturing environments where students can thrive. Any disturbance to this climate can have negative affects on students’ educational performances. Bullying is one such disruption. Unfortunately, physical and verbal abuse are nothing new in the school setting, however, the rise of technology in our country has created a new setting for bullies to target their victims. Cyberbulling, or the use of any number of technological means to harm or harass another, has become an increasingly prevalent occurrence, specifically among school-aged children (Campfield, 2006).
Subrahmanyam, K., Kraut, R., Greenfield, P., & Gross, E. “The Impact of Home Computer Use on Children’s Activities and Development.” Journal Issue: Children and Computer Technology, 10(2). n.p. Web. 2000.
As time goes by, advances in technology will provide more and more avenues for learning by way of the computer. The Internet has opened the doors of the world and unleashed limitless possibilities in research and education. It may be only a matter of time when the classroom is brought online to all children and attending a school classroom outside the home is a thing of the past. Looking back over the last 20 years, I never would have imagined that computers would come this far and impact our lives so much. Just imagine where they will be 20 years from now.
Computers have always been useful, but not until recently have computers become useful for children who are twelve and under. Of course these children enjoy playing games and talking to there friends on the computer but due to new innovations coming out everyday children can now do a lot more then just play and socialize. Computers have brought school to the home. When children come home from school it used to mean school was over but today if you have access to the internet school is know longer over but just beginning on the internet. The internet has special educational sites that children can visit and learn from. Besides that children actually can have contact with there personal teacher from school. A new invention called the “Mobile Author can be used by human instructors either from a computer or a mobile phone to create their own Intelligent Tutoring Systems and to distribute them to their students. Students can also use any computer or mobile phone to have access to theory and tests.” (Source 2, Journal) Homework, notes, review assignments can now be given over the internet by the child’s teacher from there school. “Instructors can monitor their students; progress and communicate with their students during the course.” (Source 2, Journal) Children can learn new information on the internet and they are able to review and get extra help on things they don’t understand. If a child realizes that they do not understand something when they get home, they know longer have to wait to go in to school for extra help, but they now can communicate with there teacher online or they can go to an internet tutoring system which will give them just as much help as being in a regular classroom.