Monday, May 3, 2010

Journal #9

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

This article discusses how social networks, simulations and digital gaming can help to close the gap between traditional educational culture and today's technologically savvy students. Social networking tools, such as Ning, can help create a shared learning environment that extends outside of the classroom.  Virtual simulations allow students to experience situations such as forest fires that they wouldn't normally be able to experience. Digital games can help motivate students to work and promote critical thinking.  Implementing these technologies is not always an easy task.  Some tools are too complex for students and most will require some type of learning curve when initially tested.  The benefits often outweigh the problems with these technologies that provide a deeper conceptual understanding for the student.  Teachers are encouraged to explore the tools, partner with a colleague to discuss and seek out additional resources to help optimize learning.

1) What are some strategies for success in the classroom with using Web 2.0 tools?

Using these technologies in the classroom has proven to increase student scores which is why it is worth taking the risk of trying them out. One strategy for successful implementation is for educators to play around with the tool themselves before students try it out.  Exploring can help uncover any issues and determine if the program is too complex to implement in the class.  Teachers are also encouraged to partner with a peer.  This strategy can help to share ideas on how to best use the tool along with create a support network to help overcome any bumps in the road.  An additional strategy involves finding additional support.  This may involve reaching out to others through the Internet or using the IT person at your school as a resource.  All of these strategies can help to make the transition of implementing these technology tools easier, providing an enriching experience for students.

2) What are some of the ways Web 2.0 technologies can be used in the classroom?

Web 2.0 technologies include social networks, digital simulations and digital gaming.  Teachers can set up a social network specifically for the class, such as a Ning, where assignments can be communicated and students can work together collaboratively.  Digital simulations allow students a more in depth learning experience with concepts and ideas that can't easily be re-created in the real world such as the human circulatory system.  Digital games also allow students an opportunity to develop critical thinking and collaborative problem solving skills.  These complex games encourage students to build conceptual knowledge which they can then transfer into other facets of life.  All of these Web 2.0 technologies are student centered tools that help "to develop real skills that tie to the classroom content."

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