Exploring Problem Solving with Software, Apps, and Games;
Communicating and Collaborating with Social Media
Chapter 7, “Exploring Problem Solving with Software, Apps, and Games,” discusses how software, apps, and games support and promote problem solving and inquiry learning. As teaching methods, problems solving and inquiry learning use real-world issues and situations to engage students. A problem-solving framework asks students to (1) understand the problem, (2) use solving strategies, (3) check answers or results. Educational software includes educational games, composing and calculating software, inquiry and discovery learning software, visual-thinking and concept-mapping software, simulations and virtual reality environments, and digital games for learning. Educational software can be evaluated by how well they promote higher-order thinking skills. The educational impacts of gaming remain intensely debated. Some believe there is little value in games while others argue that games support the development of key intellectual skills. Strategies for using digital games in the classroom include minimizing those that teach isolated skills, not choosing games that are solely based on winning or losing points, discussing game content with students, and actually playing games with students.
Chapter 8, “ Communicating and Collaborating with Social Media discusses ways that teachers and students can use computers and social media to share ideas and information. Communication and social networking technologies provide ways for teacher to connect with students, promote meaningful learning, and extend academic learning beyond the confines of regular school days. Teachers use digital communications to teach, share information, publish student work, and energize student writing. Since students often send text messages, use that as a guide for teaching about writing and how informal language can be best used. Teacher websites and blogs are a way to communicate with students, parents, and colleagues.
Part B (20 Points) Select 5 words and/or phrases of your choice from each chapter pages 182 AND pg 211.
- problem-based learning: learning activities centered around real-life issues that need solutions
- hardware: computer machinery
- software: program that tells a computer to perform a certain function
- Bloom’s Taxonomy: classification that distinguishes between different levels of thinking from lower-order to higher-order.
- badware: software that is not controlled by the computer user that contains pop-ups and advertisements
- educational networking: teachers using social network to collaborate professionally
- collaborative learning environment: teacher facilitated student collaboration
- standards wiki: collection of educational curriculum standards
- synchronous communications: real-time communication as if participants were face to face, ex: skype, phone conversation
- asynchronous communication: communication that involves a delayed response, Ex: emails, blogs
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