Sunday, July 19, 2009

Simulation in Education

Simulation in Education Reflection

Shelley Engelstone

Simulation can be an effective tool for learning and training purposes. In education, elearning or virtual learning has grown exponentially in the past few years.
Virtual classrooms allow students to take classes online and learn from home or from different places all across the globe. Traditionally, simulation design models had at least 4 components: analysis, design, development, and implementation and evaluation. Virtual learning environments (VLE) need to encompass more than the traditional model.
Online content, level of interactivity, time management, maximization of activities that focus on critical learning skills, and communication between teacher and student are all key components to a successful VLE. As technology grows, the importance of a physical classroom diminishes, and education needs to embrace simulation as a key component in our students learning today.

Games in Education

Games in Education Reflection

Shelley Engelstone

Research on computer games in education has not been well established, yet the past few years more studies have been conducted. Researchers have not been as interested in the content of the games, but the characteristics that go along with playing these games. Games have evolved over the generations from being repetitive, to cognitive, to much more entertaining and interactive today. The article categorized seven different types of games: action, adventure, fighting, role-playing, simulation, sport, and strategy. Some fall into more than one genre, and some even include some of the characteristics of the first and second generation games.
Computer use for teenage boys and girls are the same in and out of school. However, boys are five times more likely to own a computer game system such as Super Nintendo and Genesis than girls. This was an amazing statistic, yet not surprising to me. 14-18 year olds spend more time playing computer games than 8-13 year olds. In a study of 3000 adolescents in Spain, 58% declare that they play computer games daily! In another study, gender differences do not influence interest, but do influence different lines of play or preferences. Girls tend to spend more time on details of decorating and physical aspects of people, while boys move right into the game and were impatient to begin the simulation.
Video games are useful instruments for learning when used in the right capacity. They emphasize spatial and dynamic imagery, and the need for the user to divide their attention across different locations on the screen. Studies have shown that iconic skills are increased more than verbal skills when playing many computer games. Researchers conclude that “games are powerful contexts for learning because they make it possible to create virtual worlds, and because acting in such worlds makes it possible to develop the situational understandings, effective social practices, powerful identity, shared values, and ways of thinking of important communities of practice (Shaffer, Squire, Halverson, and Gee, 2005, p. 7).
When teachers are able to incorporate video games into their classroom with a solid knowledge of this game, there can be many benefits to the students. These include: aiding the development of three dimensional images, developing learning through observation and hypothesis-testing, broadening the understanding of scientific simulations, and increasing strategies for parallel attention. Group strategies such as cooperative work and task-based learning are also benefits to using video games.
In conclusion, there are many benefits to video games, yet bringing them into the school setting can be very time consuming and take away from other essential learning areas. It’s best to encourage students to play outside of school and hone these skills at home.

Saturday, July 11, 2009

Online Video Resources for Educators

Discovery Education Videos for Education is the website I found most interesting. It is easy to use, has a plethora of information, and touches many subject areas. These include social studies, English, health, math, and research skills. It also includes languages, teaching practices, careers, and visual and performing arts. There are videos for various age groups broken down in increments: K-2, 3-5, 6-8, and 9-12.
There is a Teacher Center that lists curriculum resources and the one I found most interesting is the calendar that helps students connect the past and present with videos tied to historical events. In addition, a Lesson Plan Library taps into more than 200 lesson plans designed for Discovery Education streaming videos. The Discovery Atlas is an incredible resource! An interactive map provides thousands of videos from countries all over the world. When you click on the country, you can learn about the history, culture, government, and natural world of that particular country.
The Professional Development section has best practices videos of teachers to better instruction. This is an excellent site for all classroom teachers to not only use videos in their class, but helps them produce better videos.

Saturday, May 2, 2009

Cell phone policy at Sunset Elementary School

The cell phone policy at Sunset Elementary School is students may carry a cell phone in their backpacks, and use them before and after school hours. However, they must be turned off during school hours. I completely agree with this policy. Students are too distracted when a text arrives not to answer it right away and spend too much time on their phones as it is. If their phones are kept on during school hours, they are distracting not only to the teacher, but also to other students in the class. I believe teachers could incorporate cell phone use by doing a photography lesson. The students could take pictures with their cell phones and the teacher could show them how to download their pictures to their computer. The teacher could give tips on how to improve their photography with a cell phone. In general more students have cell phones than cameras, so this could be something that all students could learn.

Sunday, February 1, 2009

Web Publishing TCI 515

I chose to create a website using google sites for the PE Department at my elementary school. Currently, I send home a newsletter at the beginning of the year, send home fitnessgram test scores and summaries for 5th graders, and send home all fitnessgram test scores and jump rope monthly scores at the end of the year. The only communication was by occasional email. So, this being my very first website, I learned so very much. I learned that it is a lot harder than it looks, and pictures are a vital part of a successful website. I initially had trouble getting pictures on my pages. I also had trouble connecting words to links. I wasn't saving the process. I had more success working at home on my mac, as I hadn't downloaded the pictures from iphoto to my Picassa website, so I didn't have pictures of my students. Now, I have a slide show with student pictures, and it makes it much more personal. It is still a work in progress, and I have much more to add, yet I'm excited to share my site with my students and use it as a communication tool between the PE department and the families of our Issaquah community. I'm excited to share my curriculum, expectations, and cool sites to motivate my students and their families to be active outside of class.

My site address is: http://sites.google.com/site.sunsetphysicaleducation/

Ethical Direction

We live in a day and age where doing what is right is not held at the high level it needs to be. Many people using technology choose to misuse and abuse that technology with no thought of the consequences. I believe as teachers it is our responsibility to not only teach our students what is right and wrong when using technology, but we need to be role models and practice what we preach. In the article, "Developing Ethical Direction," by Mike S. Ribble and Gerald D. Bailey, they write about an internal compass that we all possess. This compass when pointed true north directs us to make right choices when using technology. They state that many students have not been taught to use their internal compass enough when using technology. It is often abused and misused. We need to have "Digital Citizenship" and use Acceptable Use Policies (AUP's). The best way we as teachers can help our students is by not only using critical thinking skills and open discussion, but being good communicators of what is right and wrong. We need to talk with our students and have them self reflect on what they are doing and if it's acceptable. Most importantly, we need to model acceptable practices when we use technology. The authors write that it takes maturity to do what's right, and it is a lifelong journey. Though it is our responsiblity as teachers to work with our students to make sure they are making the right choices when using technology, we alone are not responsible. Parents, friends, and basically the entire community is responsible for holding those around them to high ethical standards when using technology.

Saturday, January 17, 2009

Book Glutton is the website I chose to explore and learn more about. It is an excellent tool for book lovers to share about the books they are reading and get insights from others. It could be a very valuable tool in the classroom for students to share their thoughts on books they have read and read the comments from others. It is always helpful to get others opinions on character qualities, story lines, and what the book meant to them in a personal way. This website is for all book lovers who like to analyze what they have read.