Tuesday, January 26, 2010

Module 4-Engaging Learners with New Strategies and Tools

Millennial learners, due to their digital lifestyles (Dede, 2005), have expectations of education as a participative, engaging, and active environment. They are proficient in video games, internet chat rooms, and texting-components that have instant gratification either positive or negative. I feel as an educator today I am challenged to keep my students entertained while providing a gratifying learning experience. Research demonstrates, however, that distance learning can be as effective as traditional instruction when the technologies are appropriate for the instructional tasks, instructors provide timely feedback to students, and levels of student interactivity are high (Moore and Thompson 1990; Verduin and Clark 1991). This is one reason why I introduce my students to online games that focus on fundamental skills needed such as phonics, addition facts, and problem solving skills. My students are not participating in distance education however the methods that I introduce now will help to promote a positive attitude towards alternative learning and hopefully help them to be active participants in distance education in the future.

Other technological tools that can be utilized are collaboration sites such as Wikis, Blogs, and Chat rooms. Students can be divided into smaller groups and the instructor can monitor the conversations and critiques of each groups. A summary of points can be culminated for a whole group discussion at a later time as the instructor sees fit. Utilizing a method that students are already comfortable eliminates the need for technological help in the beginning of the class. Students come to the classroom with a background of basic use of these social networks and are ready to engage in higher education.

I think that today we as educators have so many valuable tools at our disposal that we need to take a step back from our comfort zone and see what our students are using in their world and try to make as many real life connections as possible. I have included a graphic organizer to help illustrate a few of these items.

References:
Durrington, V., Berryhill, A., & Swafford, J. (2006). Strategies for Enhancing Student Interactivity in an Online Environment. College Teaching, 54(1), 190-193. Retrieved from ERIC database.

Siemens, G. (2008, January). Learning and knowing in networks: Changing roles for educators and designers. ITForum.

2 comments:

  1. You posted to my blog about concerns about permissions about using Twitter in a classroom, but here you are talking about reaching out to the students in technologies that they are using. You are right on track there. I think that we have a different focus since you teach younger students but I could see trying to teach with games. I know my wife has some little cousins that are all about Bakagon (sp?). I talked to them one time about how the game is played and how the little creatures work. I got a lot of GREAT science into the little guy while showing him how the Bakagons work as magnets. He loved it! He ran around sticking his toys to metal thing, he even sat his older brother down to tell him about it.

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  2. So, do you have to obtain internet permission for all students at the beginning of each year? We have a very explicit policy that has to be completed and signed by parents for all media use including photos, names, and general exposure.

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