Wednesday, February 17, 2016

Digital Blog #C: Chapter 5&7


The three topics I was most interested and intrigued by in chapters 5 and 7 of "Transforming Learning with New Technologies" were the sections on e-books in chapter 5, computer games as learning resources and online software selection resources for teachers in chapter 7.

Starting with the information on e-books, the data given that “40% of 1,200 e-reader buyers were spending more time reading now than they had before with print books” (Maloy, 2014) is extremely interesting. Being one of these people myself, I understand the draw. When I first heard of e-readers and book I was very “old school” in my thinking, I was convinced that nothing could be better than holding an actual book in my hands when I read. Once I started borrowing library e-books to read on my phone I converted to another way of thinking. E-books have the advantage of being as big or small as the device they are on, this makes multiple books much more portable than ever before. It is also a lot harder to “lose your page” when you have an e-book, when the program is closed your page is automatically saved without the chance of your bookmark getting lost. Beyond the trivial advantages as these, if classrooms move away from traditional books towards e-books it could offer a better opportunity for each child to have their own copy, eliminating the trouble of not having enough books for each child. For example, for this class we were required to buy or rent the required textbook. For a new book it would cost the following: Buy New $$143.50, Buy Used $107.75, Rent New $93.28, Rent Used $50.23 and the digital copy (for 180 days) $69.79. Looking at the numbers, the only way to save any money is to rent a used book and run the risk of having another person already highlight, write in, or add comments that you may not agree with. The digital copy seems like the most cost effective way to ensure you have the text, it is intact, and it might possibly have direct links to additional information that those without the digital copy need to visit a computer to see. The main issue I see from moving from traditional textbooks to e-readers in schools are cost effectiveness, schools are businesses of sorts and have budgets to follow, and the durability of the device, children of all ages can be clumsy, careless and forgetful especially with items they personally did not purchase. So, I am on the bandwagon for e-readers, but I might be in one of the slower ones. I would like to see some trials in different schools across the country to evaluate these factors, but I would also like it to be a school that either my children attend or I teach in depending on when it starts.
Future Vs. Past
Picture thanks to Josh Grossman via Flickr
 
            The next topic that I was excited about was talking about the use of computer games as a learning tool. This is a wonderful addition to the classroom in my opinion, as a teacher or a parent these games can help unlock a closed off student who does not enjoy learning and turn it from lectures and boring into engaging and exciting. This, to me, is what teaching is all about, creating engaged students who are excited and happy to learn something new. Simulation games was the specific game that I was drawn to the most, I think because they are the types of games I enjoy playing. When I think about simulation games I can see all of the little details that seem like just play that are actually forcing the player to think critically and evaluate situations. They can involve everything from time-management, money-management, societal rules, environmental concerns and more depending on what the main focus of the game is. The main problem with the use of these sorts of games is they often require time that might not be available in class, and the students may not be able to play them at home. So, finding games that have multiple facets that do not required much time would be the best way to incorporate them into the classroom.

                                                       Created by Rachel C. on Canva
           This bring me to the final point that I was actually surprised to learn about. I should have figured that there were areas online where teachers have complied lists and links for web, software and electronic devices that they have used and reviewed in order to help other teachers who are in the process of looking for something new or wanting to get more perspective on something they have already been using. Having reviews from other educators is an important factor to keep in mind, the people reviewing are not just anyone, they are fellow teachers who have used the item they are reviewing and hope to aid another teacher. I have found in my observations that teachers typically want nothing more than to help each other create a positive and productive environment for all students. Using sites such as StopBadWare and EvaluTech offers those with an understanding of products help those who do not. I have previously discussed the need to check multiple sources in order to ensure you, as a digital citizen, are getting the whole picture and these are a great start to that process.

References

Group, F. H. (2016). Course Materials. Retrieved from www.bkstr.com: http://www.bkstr.com/webapp/wcs/stores/servlet/CourseMaterialsResultsView?catalogId=10001&categoryId=9604&storeId=10529&langId=-1&programId=785&termId=100039206&divisionDisplayName=LEE&departmentDisplayName=EME&courseDisplayName=2040&sectionDisplayName=10
Maloy, V.-O. E. (2014). Transforming Learning with New Technologies. Upper Saddle River: Pearson.


Center, J. G. (C/O 2016). Teachers Surveyed on Using Digital Games in Class. Retrieved from gamesandlearning.org: http://www.gamesandlearning.org/2014/06/09/teachers-on-using-games-in-class/

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