The End of My Digital Technology Journey

It saddens me to write this post, but yes – this is the end of my Digital Technology Journey. Through this module I have come to seek the real benefits of a digital classroom as well as many, many ideas to inspire my learners. Although there is nothing wrong with paper-based learning – I won’t stop carrying the flame for a Digital Classroom.

This has been a journey that was more than a Binary adventure – But will be included in the Data Core of my teaching.

Thanks for reading my blog:
Sean McCrone

Game-Based Learning – “Head in The Game”

Game-Based Learning – not popular with most education professionals as it is deemed to be cast aside and regarded as just playing games. Personally I feel that this can be combated by explaining and demonstrating this type of learning to these professionals.

This type of learning can create a higher level of motivation and determination in the classroom. It can also create a deeper imagination within the young learners inspiring them with stories and ideas which can freely flow from the learners brain after the stimulus.

An example of this is Mario Karts for the Nintendo Wii. In class we played this before being set the task of creating lessons based around the stimulus. Mr C. Ewing and myself came up with the idea of a sort of cross-curricular activity day based around a race where the children would bring in scooters/bikes.

The children could create their own costumes in a couple of art lessons prior to the activity day.  During the races (P.E. Lesson) the children could record the results and create charts and tables based on them (Data Handling). After the race the learners could write a story about the race they were in with the option of writing from their characters perspective. Also the class could write a description of their character in the chosen foreign language.

So you can see how this could motivate and enthuse the learners. Also it shows that with one game, so many lesson ideas can be created. This shows the endless possibilities of Game-Based Learning.

Games feel more like a form of entertainment than a method of learning. Because games include rules, definitive objectives, measurable goals and competition, they deliver an interactive experience that promotes a sense of achievement for all of the participants.

Learners are often motivated by hands-on and active learning opportunities.

– www.brighthubeducation.com

eBooks – Is It The Future of Reading?

You often hear older people complain about the use of technology to view books with the coined phrase “There will be no use for the good old paper book”.

But think about a classroom situation where children who are abled different literacy wise than others – having to be helped in different ways by the teacher. That’s a lot of effort. Under no circumstances am I saying as educators we shouldn’t used traditional texts or writing methods – but think of that less abled child who switches off and disengages with the task because they are struggling.

That’s where technology comes in. If we’re reading a book in class for private reading, the availability of audio texts to accompany the texts can support the less abled child to advance in their abilities and hopefully catch up with the rest of their class.

This is similar when it comes to writing abilities. A child who is unable to write to the same abilities as the class will be able to create a story using less words and images with ease.

Some suggest that eBooks can be an “assistive technology” for struggling readers, useful to help students get caught up to “normal reading development.

Teaching with eBooks enables teachers to address “21st century skills” related to digital texts and digital environments (Felvegi & Matthew, 2012).

Also with the easy access to settings like read-ability settings can enhance the learning experience of learners with physical and/or learning difficulties. This not only lets them learn in unity with the rest of the class – but provides them the access and tools to work independently and be responsible for their own learning.

  • Adjustible elements: text size, contrast of screen colours, etc.

  • Text-to-speech and audio narration features

  • Options for students to add notes and bookmarks

  • Text highlighting

  • Access to word definitions

  • For some students with physical disabilities, options such as being able to touch a screen may be easier than manipulating a print book.

(Cavanaugh, 2002)

Whilst it is clear that some teachers will be out of their element introducing literacy through eBooks; Nobody can argue with the mass benefits of eBooks to learners who are struggling and the hugely positive impact this can have on their learning.