One thing the book talked about was games and what its possibilities for kids now. There are endless possibilities for learning based games and its benefits toward students. "Two of every three households play video games, and 25% of those game players are 18 years old and younger" (Maloy, p 169). This information amazed me! I was surprised to see such a high ratio of children playing video games and now understand why as a teacher I would like interactive learning games for my students. If we know are student enjoy video games why not gear learning toward that and make it easy to understand for them.
One site I found extremly interesting was https://www.brainpop.com. It has a number of different subject including math, language, social studies, health, etc. As a teacher I feel this site could be very use full.
The last concept I was interested in was building, and creating software. One example the book gave was google earth and I felt that was a great example. With google earth you literally have the world at your finger tips! As a kid you could learn so much especially within a geography class. All in all with the growth of technology and the ability it has our student have a world to see and learn about and have plenty of opportunities to do so.
One site I found extremly interesting was https://www.brainpop.com. It has a number of different subject including math, language, social studies, health, etc. As a teacher I feel this site could be very use full.
The last concept I was interested in was building, and creating software. One example the book gave was google earth and I felt that was a great example. With google earth you literally have the world at your finger tips! As a kid you could learn so much especially within a geography class. All in all with the growth of technology and the ability it has our student have a world to see and learn about and have plenty of opportunities to do so.
Recourse:
Maloy, Robert, Verock-O’Loughlin,Ruth-Ellen, Edwards, Sharon A., and Woolf, Beverly Park (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education, Inc.
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