Groff, J., & Haas, J. (2008). Web 2.0 today's technologies, tomorrow's learning. Learning & Leading with Technology, 36(2), Retrieved from http://www.iste.org/Content/NavigationMenu/Publications/LL/LLIssues/Volume3620082009/SeptemberOctoberNo2/L_L_September_October_2008.htm doi: ISSN 1082-5754
This article is about the use of social networking sites and computer games or simulations in classrooms. These networks and games can be used effectively in the classroom as a way to bring a real-world experience to education. These technologies can be difficult to use in a classroom at first, because of a learning curve and unpredictable outcomes. After using the games or networks students have the ability to gain problem solving skills, decisions making skills, and even think critically and weigh evidence. Implementing educational games can be expensive, but with the increase of schools buying computers or receiving grants for computers the cost is becoming a non issue.
Q: How do students have time to play games in classrooms when they have other work they need to do?
A: Games do take up a good amount of time, and students do have a lot of content to cover for the state standards and test. However, there is an increase of educational games that incorporate information the students need. Also, the skills that the students gain from playing the games can be applied to any other subject or assignment.
Q: How do teachers know what games or technologies to use in a classroom that are effective if this is such a new idea?
A: Teachers have been playing games for years in their classrooms and creating fun ways to teach their students. Teacher often discuss new emerging ideas and concepts of teaching with other teachers, or by taking classes themselves to stay updated with teaching techniques. Sometimes it can even be a trial and error process, where a teacher will try something new with their students and see if it works.
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