Educational Technologies Blog Adult Education Learners
Vocabulary is the basis of reading,
writing and education as a whole. A solid, firm foundation of any educational
pursuit is built on a rich vocabulary. A well-developed vocabulary opens the
door to numerous opportunities for any individual.
I selected Brain Age http://www.brainage.com as the first choice
because it is useful for enhancing your thinking and problem-solving skills
through puzzles and quizzes. This game emphasis: attention, speed, language and
sharpens the memory while strengthen the intelligence. There are apps for
Androids, Ipad, and Wii users. Users will find
a variety of puzzles all designed to help keep the brain mentally alert.
Also,
this game is useful to solve math problems, improves learning and increases
vocabulary. Players are able to compete in a learning environment and enjoy
themselves simultaneously and learn in the process. Squire (2011) emphasizes: “multiplayer games
enable people to play together and collaborate in activities to achieve
mutually desirable goals, and this intensifies learning”.
I would incorporate Brain Age games
in my professional practice in allowing the adult learners to create their personalized
puzzles to share with the class and as a tool for test purposes. They would
create test banks from the concepts and other content they learned to prepare
for mid-terms, finals and other forms of evaluation. The adult learners would
have complete autonomy with the selection of the design and selection of
content.
Education and learning have evolved
into a more creative posture. This leads educators toward incorporating games,
simulations, and virtual environments as needed tools to assist in creating
richer, more meaningful learning experiences. According to Squire (2011): The
school based culture of passive knowledge reception (as opposed to production)
needs to change. Such a change would require revolutionizing across the entire
education system- from the professional development of teachers (who themselves
are treated as recipients, not producers, of knowledge) to the assessment
system”.
The second technology of choice was
an Avatar simulation produced content or MUD which is a text-based online
cooperative game. This type game using Avatars which represents the players
illustrates transformed social interaction occurs when people interact using
Avatars. When learners are passionate about in what they are involved,
They will
exhibit extreme measures to achieve. Avatars are useful in video games, with
Xb360 Dashboard and the New Xbox Experience. Avatars can be utilized to create
blogs, and stories. It affords learners to think “outside the box” and cope
with different real life situations. It allows them to be whatever they dream
they could become. Games can teach learners more than using paper, pencil and
tests. Games allow learners to participate in their education. Participation
breeds motivation and motivation breeds success. “While virtual worlds may seem
“torpid’ (Solomon 2004) to a non-gaming older generation, empirical analysis of
what game communities do and value intellectual and academic play. In a school
system sometimes side- tracked by testing regimes that pressure teachers and
students on only a narrow range of topics, popular culture contexts might be a
nice compliment to classrooms”. (Steinkuehler, C. & Duncan, S., 2008).
I would create this technology
in my professional practice in two ways. First, the learners would design a
blog and the topics would evolve from a
real life issue, an issue at school or create an issue. They would design their
individual Avatars to represent their personalities or positions regards the
issue and discuss and work through avenues to resolve the issue. This would
provide social interaction, social inquiry skills and problem solving skills.
If the issue is one of fantasy, it would allow the learner to step into roles
they may aspire to fill. The second
opportunity would be to create a community, assign roles and learn to interact
with each other. They would research the role and responsibilities they would
portray and experience the life of the character they have assumed. “Learners
should have clearly visible opportunities to become leaders, teachers, or authors in the domains they are studying. It
should be clearly communicated what players must do to become experts, and they
should have opportunities to interact with such experts” (Squire, et.al.).
As an educator my purpose is to
teach and yet make it an enjoyable, rewarding, and successful experience.
Games, simulations, and virtual environments are the vehicles in society to
achieve success in education. Dewey (1897) states it as: Good education,
effective and life-enhancing education, represents life “as real and vital to
the child as that which he carries on in the home, in the neighborhood, or on
the playground”. This is applicable of learners of any age.
References
Dewey,
J. (1897). My pedagogic creed. Sch J I4 (3). 77-80
Solomon,
A. (2004, July 10). The closing of the American book. The closing of the
American book. The New York Times p. A17.
Steinkuehler,
C., & Duncan, S. (2008). Scientific habits of mind in virtual worlds.
Journal of Science Education & Technology, 17(6), 530-543.
Scientific
Habits of Mind in Virtual Worlds by Steinkuehler, C. & Duncan, S. in
Journal of Science Education & Technology, Issue 17. Copyright 2008 by KLUMER ACADEMIC PUBLISHERS-DORDECHT. Reprinted by permission of KLUMER ACADEMIC PUBLISHERS-DORDECHT
VIA THE Copyright Clearance Center.
Squire,
K. (2011). Video games and learning: Teaching and participatory
culture in the digital age. New York, N.Y: Teachers College Press.
nice post, thanks.
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