Monday, May 3, 2010

Journal #9 - Web 2.0. Today's Technologies, Tomorrow's Learning - NETS 5

As a member of ISTE (International Society for Technology in Education), I read Learning and Leading With Technology, an online journal published bimonthly that contains articles about the effective use of existing and emerging digital tools. I evaluated, reflected, and wrote Journal Reflections on this current research and professional practice on a regular basis. Teachers and researchers write articles in the journal sharing what is effective for educators using technology in the classroom in support of student learning. I summarized and evaluated the articles as well as posed and answered two questions relating to each article.

Groff, J, & Haas, J. (2008). Web 2.0 today's technologies, tomorrow's learning. Learning & Leading with Technology, 36(2), Retrieved May 3, 2010 from http://www.iste.org/Content/NavigationMenu/Publications/LL/LLIssues/Volume3620082009/SeptemberOctoberNo2/L_L_September_October_2008.htm

This article defines and discusses the role of social networks, digital games, and simulations in education today. The article answers the question of how educators can incorporate what students are doing outside the classroom into learning events in the classroom. The authors are researchers at MIT's The Education Arcade in Cambridge, MA. They reference other MIT research and anecdotal evidence from schools in Massachusetts of Web 2.0 technology being successfully used to enhance learning.
An example of social networking is Facebook. An example of a digital game is World of Warcraft, which provides scaffolding of increasingly difficult tasks. An example of a simulation is Second Life, which gives the user the chance to explore new ideas and tasks. Essentially, they bridge the gap between the traditions of teaching and the present digital lives of students.
While some teachers continue to push back against their use in the classroom, others are finding that their implementation is a positive. Social networking tools allow a teacher and students to collaborate and communicate ideas and learning, making the network private for the class if desired. Ning is a site that is being used by teachers who create a community to share best practices and curricula. Science teachers are using simulation to study the principles of evolution and factors in a forest fire. Social studies teachers and others can use digital games for critical, experiential learning. For instance, Muzzy Lane's Making History allows students to role-play as World War II leaders to take on challenges like diplomatic, economic, and military decisions. The author reports that the gain in conceptual knowledge from these games has contributed to higher scores, because of the subject matter reinforcement and development.

Question: Can social networking, games, and simulations interfere with standards-based curricula? I believe time can be made to introduce these Web 2.0 technologies in the classroom
without diminishing the learning of students. Carefully selected, focused use of these technologies can have a place.

Question: I will I know which technology to implement? By reaching out to a school Academic Technologist and other educators personally and online, a teacher can confidently and successfully implement a new educational technology. Technologies exist for all grade levels and age groups. I will need to spend some time exploring and playing with them first to decide which will be best for my students.

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