Social Learning in the Classroom What is good learning? Subjective question but many educators are looking at students collaborating, discussing ideas, project-based learning and possible solutions designed around real world contexts. As well as how to immersing students in a learning experience that allows them to grapple with a problem while gaining higher-order thinking skills from pursuing the solution. Many students are spending countless hours immersed in popular technologies such as Facebook, My Space or Sin City – which at first glance may seem like a waste of time and brain cells. Market research data indicates many cohorts are engaged in some type of technology. The emergence of social networking technologies and the evolution of digital games have helped shape the new ways in which people are communicating, collaborating, operating and forming social constructs. Research has shown us that these technologies are shaping the way we think, work and live, especially among the younger generation and they are beginning to show up in the classroom. Innovation in technology is definitely showing up in more classrooms among the higher grade levels, such as middle and high schools. Whereas more school supplies were needed for the first day of school, a lot of schools are choosing to go paperless, using laptop computers in daily class activities instead of paper, While many new technologies have emerged throughout history, so has the cry for educators to find meaningful ways to incorporate these technologies into the classroom, be it the typewrite, the television, the calculator or the computer. While some professional educators may have become numb to this unwavering call, it is crucial to consider that the excitement over games and social networking isn’t just business and industry “crying wolf.” These previous technologies have a powerful place in instruction and the classroom. With these most recent technologies we think educators should take on the call. Using for example, digital games-based education technology in the classroom, can teach students about the skill of negotiation, teach students how to solve problems collaboratively and teach students to be mindful of their actions and impact on others. A pro for using this concept would be more student involvement versus passively watching a video on it. Games do not teach but it can definitely stimulate the learning environment.
Kllpfer Eric, Osterwell Scot, Groff Jennifer, Haas, Jason. (2009). Digital Games Social Networking Simulations and How Teachers Can Leverage Them. The Education Arcade –Massachusetts Institute of Technology.
What is good learning? Subjective question but many educators are looking at students collaborating, discussing ideas, project-based learning and possible solutions designed around real world contexts. As well as how to immersing students in a learning experience that allows them to grapple with a problem while gaining higher-order thinking skills from pursuing the solution.
Many students are spending countless hours immersed in popular technologies such as Facebook, My Space or Sin City – which at first glance may seem like a waste of time and brain cells. Market research data indicates many cohorts are engaged in some type of technology. The emergence of social networking technologies and the evolution of digital games have helped shape the new ways in which people are communicating, collaborating, operating and forming social constructs. Research has shown us that these technologies are shaping the way we think, work and live, especially among the younger generation and they are beginning to show up in the classroom.
Innovation in technology is definitely showing up in more classrooms among the higher grade levels, such as middle and high schools. Whereas more school supplies were needed for the first day of school, a lot of schools are choosing to go paperless, using laptop computers in daily class activities instead of paper,
While many new technologies have emerged throughout history, so has the cry for educators to find meaningful ways to incorporate these technologies into the classroom, be it the typewrite, the television, the calculator or the computer. While some professional educators may have become numb to this unwavering call, it is crucial to consider that the excitement over games and social networking isn’t just business and industry “crying wolf.” These previous technologies have a powerful place in instruction and the classroom. With these most recent technologies we think educators should take on the call.
Using for example, digital games-based education technology in the classroom, can teach students about the skill of negotiation, teach students how to solve problems collaboratively and teach students to be mindful of their actions and impact on others. A pro for using this concept would be more student involvement versus passively watching a video on it. Games do not teach but it can definitely stimulate the learning environment.
Kllpfer Eric, Osterwell Scot, Groff Jennifer, Haas, Jason. (2009). Digital Games Social Networking Simulations and How Teachers Can Leverage Them. The Education Arcade –Massachusetts Institute of Technology.