Wednesday, October 8, 2008

journal 2

Groff, J., & Haas, J. (2008). Web 2.0: Today's technologies, tomorrow's learning. Learning & Leading with Technology. 36, 12-15.

The article “WEB 2.0 Today’s Technologies, Tomorrow’s Learning,” written by Jennifer Groff and Jason Haas states that using social networking, digital games and simulations on the computer will help classroom learning. This is supported through research and input from other teachers. Teachers can improve their digital gaming knowledge by networking with other teacher who may use this technique in their classroom. Digital gaming has been proven to be successful in the students learning.

1. In your opinion what are some benefits and disadvantages of using digital gaming?

Students may become to hooked onto digital gaming the they do not want to learn in a traditional style. Just like any other video/ computer game children can become to involved and not want to take a break or move onto another activity. Digital gaming does has its perks as well; it promotes decision making, critical thinking, and social networking.

2. How would you make digital gaming apart of your classroom in a successful way?

By making sure I, the teacher, completely understand the digital gaming “world” I then in turn help students with a successful experience. By letting the students know that everything gets an equal opportunity on the computer and giving them warnings of when their turn is up may help eliminate any problems with the students wanting more time on the computer.

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