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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