The second concept I chose to reflect on was "Building, Inventing, and Creating Software" this paragraph explains how these three things happen when students engage in open-minded explorations of topics and items that interest them. It says this learning begins at a young age when children are using manipulative materials. One other thing the text said was the most effective programs are those that do not require a single right way to use them or a single right answer. I agree 100% students feel more comfortable trying new ways of learning when they don't feel pressured. It gives a few examples for teachers to use with their kids like kid Pix and google earth. Google Earth was a great activity we did in class that I believe kept the class engaged. And having us line up in order from where we lived was a fun way to let us use technology and let us interact with each other. After reading about Kid Pix I absolutely love it, it's a fantastic way to let students use their imagination and really bring their work to life especially for younger students.
My last concept I found was 'Minimize the Use of Games That Teach Isolated Skills" after reading this paragraph I had sort of a hard time understanding the authors view on the two games that were mentioned. In my opinion I think a game that has you answer a math problem that helps you earn points or helps you defeat a bad guy etc. is a great way to keep children interested and also learning. I wasn't sure if that was considered and isolated game or not but I do think it's an effective way of learning. Maybe it would be better if she had to line up two sets of 5 if the question was 2x5 instead of just being to click an answer out of options like stated in the book. I think that would give students a better understanding and maybe if the the player got it wrong it would stop and explain to the student/player why he or she got the answer wrong to help them improve their math skills.
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.

Another great eMaze - love the colorful and fun template! Remember that you can use it up to one more time (for a total of three times) for blog posts and then you'll want to try a different tool.
ReplyDeleteKid Pix is a great way to help students get creative in a digital way! :) I think the authors were trying to encourage more use of higher level thinking when selecting games for learning. Certainly games can easily be used to help with rote (and there's value in learning the multiplication tables this way!) but they were advocating for using them as part of the general lesson plan (more complex games) rather than just for 'drill and kill' reasons after the lesson.