Week 7 Digital Blurring

How many years ago was it that a teacher first typed “can I use my Wii to teach” or “virtual worlds for educational use” or even “getting students to blog”, into Google? The answer to those questions probably lies in a Google algorithm somewhere. Google found approximately 10 million answers to those three questions, in fewer than five seconds (Google Inc, 2014, p. 1- ∞). With that many results the answer must be yes. How does a teacher begin bringing these 10 million options into the classroom? However exciting it may be picturing 20 students all using a tablet or gaming console within the classroom, the reality is most schools that use ICT commonly employ it to support traditional teaching methods (Kafai & Resnick, 1996, p. 32). Blurring traditional lessons with digital technology just needs some out of the box thought.

ACARA states; cross-curriculum priorities are essential for learning (Australian Curriculum, Assessment and Reporting Authority, 2010). ACARA goes onto say, ‘They will have a strong but varying presence depending on their relevance to the learning areas’. Does this statement support what Kafai and Resnick fear? Wii games can be as physically demanding as a run, while delivering appropriate lessons in for example Science ACSSU004, Geography ACHGK009, Arts ACADAM001, and Mathematics ACMNA026 (Murray , n.d. & Australian Curriculum, Assessment and Reporting Authority, 2010). While each school will use different technologies, the internet can bring the theory of any technology into all classrooms (Howell, 2012, p. 218). Opportunities to blur the lines from past schooling to digital schooling are limitless.

Teaching_Episode_Template Assessment 3

 

 

 

Web sites for further reading

http://web.media.mit.edu/~mres/papers.html

http://www.teachhub.com/wii-classroom

http://www.opencolleges.edu.au/informed/features/top-20-uses-of-virtual-worlds-in-education/

Further Readings
Prensky, M. (2001). Digital game-based learning. New York, USA: McGraw-Hill.

digital game based learning

Further Readings
http://ishbel.host.cs.st-andrews.ac.uk/Research/SL_Taxonomy.pdf
http://ishbel.host.cs.st-andrews.ac.uk/Research/SL_Taxonomy.pdf
http://www.angellearning.com/products/secondlife/downloads/The%20Power%20of%20Virtual%20Worlds%20in%20Education_0708.pdf

Web sites for further reading
http://www.opencolleges.edu.au/informed/features/top-20-uses-of-virtual-worlds-in-education/
http://teacherchallenge.edublogs.org/blogging-with-students/
http://gettingsmart.com/2012/10/10-reasons-why-i-want-my-students-blog/
http://web.media.mit.edu/~mres/papers.html
http://www.teachhub.com/wii-classroom

Social Media resources
https://www.facebook.com/TeachingResources?ref=br_tf
https://www.facebook.com/TeachingIdeas?ref=br_tf
https://www.facebook.com/TeachingChannel?ref=br_tf

Online Video resources



References

Australian Curriculum, Assessment and Reporting Authority (2010, December). The Australian

Curriculum v6.0. Retrieved April 7, 2014, from http://www.australiancurriculum.edu.au/

Google Inc (2014, April 17). Google. Retrieved April 17, 2014, from http://google.com

Howell, J. (2012). Teaching with ICT: Digital pedagogies for collaboration & creativity (2nd ed.).

South Melbourne, Australia: Oxford University Press.

Kafai, Y. B., & Resnick, M. (1996). Constructionism in practice: Designing, thinking, and learning in a digital world. Mahwah, N.J: Lawrence Erlbaum Associates.

Murray , P. (n.d.). Video Games Can Educate: Wii in the Classroom | TeachHUB. Retrieved April 17, 2014, from http://www.teachhub.com/wii-classroom

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