February 20, 2017
EME 2040
Blog Post #5
I think Web 2.0 tools are very helpful. As mentioned in the pod cast, twitter, you tube, blog, and diijo are very useful web 2.0 tools that help encourage learning. Twitter allows you to communicate with your peers and other people you may find interesting its a way for some students to communicate with the source. YouTube has a lot of things, but you can find educational videos that you could use to study or share with your peers. For me I personally think you tube would be one of the most helpful web 2.0 tools. There's so much you could find to use on it. My niece , who just turned two , taught herself the alphabet, how to count to 20, and a couple of nursery rhymes just by watching videos on you tube on her little tablet. YouTube isn't the safest site but you can block certain videos. I used you tube a lot for learning how to do a lot of things, educational, cooking, etc. You tube videos could be used in lessons and also students could make videos to use for presentations.
When I become a teacher I most likely will use YouTube as I mentioned before and probably fun brain. I loved fun brain when I was younger. Getting online at school and after school to play games on fun brain always motivated me to learn. Fun brain was very helpful for me to learn. Fun brain is a website with different educational games for grades k-8. The games have content for math, English, history, etc.
https://www.funbrain.com/
The technology advancement in chapter 12 that I believe holds one of the biggest promises for the future is gamification. Gamification is when you add game elements to your instructional content, so you can increase the students motivation to learn, interaction in the course materials, creativity, and a deeper understanding of content. I think this approach holds the biggest promise because this generation has been brought up playing video games and using technology. Using games will help encourage learning. Personally I learn better playing games, like kahoot. Gamification can help students gain critical thinking skills, while being actively engaged in learning. This technology could be utilized by the teacher creating games similar to the board game created by a teach in the book that helped his student gain critical thinking skills, and global perspective, and also online website or apps they could use to learn content through a fun game.
Diigo***
ReplyDeleteI loved Fun Brain as a kid. I hope teachers continue to use it in the future to keep students engaged with the lesson plans.
ReplyDeleteNever used fun brain while in grade school, but I am excited to learn more about it.
ReplyDeleteFunBrain is a very popular site with kids and teachers. But it is Web 1.0, not 2.0. Visitors only receive content, they cannot publish their own content on this site.
ReplyDeleteYouTube is 2.0, but the use you mention is 1.0. Simply viewing content is 1.0. When you publish your own content, build a channel, and exchange comments, you are using the 2.0 functionality.