WEEK 5: E-Learning, Web 2.0, & Digital Games

E-Learning

“Over the last several years, e-learning has emerged as a broad term that encompasses all learning involving technology in any way whatsoever” (Reiser & Dempsey, 2012.) Technology has taken the educational world by force and many school across America are taking advantage of the tools at our fingertips.  We have a vast amount of resources available today as a result of many schools incorporating technology into the everyday classroom. For example, in our district, we no longer purchase hard copies of textbooks rather all books are digital and students are able to download them to their devices. With technology, learning looks a lot different than it did just a few years ago. “Learners today may interact synchronously, asynchronously, or both within a given course. Learners may interact with each other, with a learning management system (LMS), or both, and may do so from the same or different geographical locations (Reiser & Dempsey, 2012.) Because of this flexibility, students in my classes who may miss a day of instruction are still able to work on their individual or group assignment from home or wherever they may be that day. This has come in extremely beneficial. I have had students submit assignments from hospitals where they had to be by a family member but still understood their responsibility.

Web 2.0

“Web 2.0 tools utilize individual and group contributions to create value. Unlike earlier computer-assisted instruction or education games, Web 2.0 applications grow in value as they are used by learners and teachers” (Reiser & Dempsey, 2012.) As everything in the technological world, change is inevitable and always occurring. Web 2.0 offers all users more efficient tools. Google Classroom, Schoology, YouTube, iMovie are all examples of resources I take advantage. This is beneficial especially in the collaboration sense. Applications are available for students to collaborate and be exposed to team work in preparation for challenges they may face in their future place of employment. I personally encourage collaborative work. As an educator, I feel compelled to give my students an experience that matters and will be applicable to them years down the road. Allowing students to work in groups (at times, with people they may not get along with) lets’ them work through difficult situations they may face in their careers.

Digital Games

With every student in my classroom having their own device, the opportunity for me to teach with digital games is ever present.  Student engagement is a huge point of emphasis today and allowing the learning to take place in a way that keeps them actively participating is a win-win. Many times students will demonstrate mastery through games played on the SMART Board in class. They are allowed to interact and exhibit their retention of the curriculum taught at the same time. Kahoot is one of my favorite and the students enjoy it thoroughly. Its highly engaging and motivates students constantly.

Ethical considerations for E-Learning.

In E-Learning environment, the teacher must not simply allow students to navigate on their devices without an assignment and without supervision. This opens the door for a host of ethical issues and we must use the resources for learning purposes. Teaching high schools can be challenging, as they are quick to want to surf the web to their personal liking. Purposeful and designed instruction along with active monitoring eliminates this possiblity. E-Leaning definitely enhances accessibility and accomodates diverse learning needs wells.

Ethical considerations for Web 2.0

A great majority of my students would spend all class period on YouTube if I allowed them. While our filters are designed to narrow our students navigation, they are not perfect and at times are bypassed. While many 2.0 tools promote learning in the classroom, proper guidance, direction, and monitoring are vital to the success of these programs. Web 2.0 tools do enhance accessibility are able to reach students with diverse needs.

Ethical considerations for Digital Games


This is an area that I monitor most. While many educational games are available, it is rather difficult to filter the ones that do not have a positive educational impact on our students. While we teach, encourage, and expect our students to be exceptional digitial citizens, as educators, we must follow through with this expectation. There are an array of games available that are suitable for different learners. Guidance and direction is vital in this area.


Reiser, R. A., & Dempsey, J. V. (2017). Trends and issues in instructional design and technology. Boston: Pearson Education.

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