| M | T | W | T | F | S | S |
|---|---|---|---|---|---|---|
| « Dec | ||||||
| 1 | 2 | 3 | 4 | |||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 |
| 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| 19 | 20 | 21 | 22 | 23 | 24 | 25 |
| 26 | 27 | 28 | 29 | 30 | 31 | |
- Gaming in Education (1)
- General News (7)
- Government (1)
- Lesson Plans (2)
- Mobile Devices (1)
- Publishing Industry (3)
- Technology Trends (4)
- 29. December 2008: Are Teachers Using What Administrators Are Buying?
- 10. November 2008: The Digital Divide (or Don't eTrust Anyone Over 30)
- 25. June 2008: Educational Technology and the Change Paradox
- 30. May 2008: Enough Tech or Too Much?
- 28. May 2008: The Fall to Free
- 27. May 2008: Games Anyone?
- 25. May 2008: Welcome
Digital Content
Education Policy
Software
Tech Tools
The Fall to Free
28. May 2008 by The Advisor.
A constant theme in educational technology is the high cost of equipment, bandwidth and digital resources. Schools know they need to invest more in technology, automation systems, and digital content, but funding for infrastructure, hardware, and digital content is often hard to come by.
But what if funding wasn’t an issue?
Microsoft announced this week that it will make Office 2007 compatible with the Open Document Format (ODF). ODF is the document format that open source document software programs use for word processing files, spreadsheets and the like. So now, a school can use free software to create documents and still be able to share them with people using Office.
What this does is eliminate another barrier to universal adoption of digital tools in schools. Office too expensive for your budget? Download free open-source document software and get access to similar tools for free. Is a vendor’s learning management system too expensive for your school to afford? Download and install Moodle and have a world-class LMS for free.
Moodle, in fact, is a good case in point. The America’s Digital Schools study found that LMS systems are gaining in popularity with schools nationwide. In terms of market share, Plato Learning was in the lead with almost 34% market share. The number two system, however, was Moodle with 32%. Despite the millions Plato has spent on advertising, marketing, and sales, they are only beating a free system with no marketing or sales staff by 2%.
Schools are often too quick to turn to vendors with high-priced solutions that then require extensive grant writing, budget wrangling, and sometime tax-levy increases to purchase. With a little creative analysis of the available alternatives, many more schools could fully equip themselves with first class digital tools.
Google Docs anyone?
Posted in Technology Trends, General News, Publishing Industry | Print | 1 Comment »
Games Anyone?
27. May 2008 by The Advisor.
eschoolnews.com is reporting that a group of scientists has developed a computer game for use in helping students learn about the body’s immune system. The game uses the highly visual, interactive methodology of computer gaming to teach immune system science to students. The larger strategy is to use the popularity of gaming with school-age children to get them interested in science. Given the shortage of scientists and engineers in the United States (which is only projected to grow), this seems like an effective strategy.
Not surprising, however, are the negative comments articles about using gaming in the classroom receive. An example:
The jury is out, however, on the efficacy of such an approach. Already my students bombard administration with cries that what they’re studying is “boring,” or “not fun.” I really don’t want to empower students away from a textbook anymore than we already have. Can these kids navigate a “cool” virtual reality and stay focused? You bet. Take many of the same kids, put a good ole textbook in front of them, and suddenly…poof! Their interest is gone. Sad…since 95% of what they’ll do in college is still textbook driven.
This comment was submitted despite the fact that the scientists who developed the game did an efficacy study and determined that:
students who played the game had significantly higher knowledge scores at post-test. There also was a statistically significant decline in the perceived difficulty of immunology content, and students who played the game had a higher interest in biology than those who did not play the game.
The key to the negative reaction despite proven efficacy is the part about the “good ole textbook. ” Clearly, by that choice of words, the comment indicates a preference for textbooks, or more generally, the familiar, over something new. There is even an indication that the textbook experience is a superior method if only the kids would quit goofing around with games, get serious, and pay attention.
The only problem with this line of thinking is that the textbook is just one of many tools that can be employed by educators for use in teaching. How many of us have endured a dreadful educational experience that was completely text book based? In today’s world, we need to look beyond the comfortable and familiar towards what is effective.
This goes way beyond gaming. The approach with technology throughout education and educational publishing has been to graft technology solutions onto existing solutions rather than crafting truly new, innovative solutions employing technology.
However, there are bright spots out there. The Immune Attack game is one of them. Another is the work of Dr. Elizabeth Simpson, PhD of the Learning Research Institute. Dr. Simpson has been pioneering research into the use of games and gaming in the classroom, and in particular, the use of existing, off-the-shelf games as teaching tools. For example, Dr. Simpson has studied the use of games like Restaurant Empire in vocational trade education. In the game, players have to successfully design, launch and manage a restaurant to win. The very concepts students must master to successfully complete their vocational education program are the same ones they must master to win the game. This is not to say that the game is the end-all of these students’ education, rather, the game is tightly integrated with other resources to provide an engaging education experience with lasting results.
Pass the Wii controller, I’m going to practice my golf swing before heading out to the course . . .
Posted in Gaming in Education, General News, Publishing Industry, Lesson Plans | Print | 1 Comment »