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Teaching with Technology Week 5 Reflection

This week several interesting topics were covered. The video selections emphasized on how the principles of video games can create new media literacy. Software company like Quest Atlantis are creating innovative educational video games that place education in the forefront and engage students to be problem solvers. Sasha Barab, a professor from Indiana University and Quest Atlantis programmer, says that video games empower kids. They get to try on a role as a scientist, a doctor, an accountant, or whatever they wish to explore instead of reading about it in a textbook. Memorizing facts are no longer part of the learning process. Facts can be accessed at anytime and anywhere. In games failure is motivation to attempt again. (Barab, 2009) James Paul Gee, a professor from Arizona State University, says “If we want to survive in a developed world we’ve got to have innovation and creativity. The form of school we engage in basically previlages the people who knows a lot of facts, but can’t solve problems. That’s on it’s last legs.” (Gee, 2008) One of the solutions to our current traditional education system where many kids are discouraged and uninterested is introducing media literacy. Incorporating technology to the digital natives where they are already familiar with the language and already know how the “game” is played why not make turn them into educational tools. Gee says that video games put the kids in the world where they have to solve problems. Video game is all assessment, the players try to solve problems and if they don’t succeed they must go back and start over. Games do not separate learning and assessment. They also give feedback about learning curve. (Gee, 2008) Of course behind all these new innovative tools teachers need to be given training. “Students cannot be expected to benefit from technology if their teachers are neither familiar nor comfortable with it. Teachers need to be supported in their efforts to use technology. The primary reason teachers do not use technology in their classrooms is a lack of experience with the technology (Wenglinsky, 1998; Rosen & Weil, 1995). Wenglinsky (cited in Archer, 1998) found that teachers who had received professional development with computers during the last five years were more likely to use computers in effective ways than those who had not participated in such training.” (Honey, 1999) Meaningful and hands-on professional development is critical to the success of intergrating 21st century techonology tools. Solomon & Shrum covers numerous Web 2.0 tools that can assist in array of assessments. “Using wiki in education can promote genuinely collaborate environments. They can support transparent writing and editing, interdependence and teamwork among authors, public and civic engagement, and the continuous exchange of feedback on ideas.” (Solomon & Shrum, 2007, p. 109) Web 2.0 tools can provide authentic audience with feedback, reflections, and presentations. The audience on the net are critical and holds to high standard. This week from Pitler’s text discusses the tools that can assist students in gaining identifying similarities and differences skills. Using graphic organizers and visual tools help students compare, analyze, and classify different topics. There are graphic organizer softwares to purchase, but applications like Microsoft Word or other Open Source software have the ability to create graphic shapes or tables to organize data. Teachers should use tools that they already have on hand to incorporate more technology in to the classroom.

Solomon, G., & Schrum, L. (2007). Web 2.0 new tools, new schools. Eugene, OR: International Society for Technology in Education. Pitler, H., Hubbell, E., Kuhn, M., & Malenoski, K. (2007). Using technology with classroom instruction that works. Alexandria, VA: Association for Supervision and Curriculum Development. Honey, M., Culp, K. M., & Spielvogel, R. (1999). Using technology to improve student achievement [Online]. Available: [] Edutopia.org (nd). Big thinkers: James Paul Gee on grading with games. Retrieved on Mar. 23, 2011 from []  Edutopia.org (nd). Big thinkers: Sasha Barab on New-Media Engagement. Retrieved on Mar. 23, 2011 from []