Sunday, July 19, 2009

Simulations in Education

According to Wikipedia (2009), instructional simulation is a reproduction of reality that includes “instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation.” Although simulations are not new, they’ve been around since the 1900’s, they are beginning to take a more active role in education.

Although simulations are generally used for learning and training purposes, they are not instructional. According to the article “a simulation only becomes instructional when instructional elements are included that help expose the learner to key parts or concepts of the system or environment.” Therefore, when simulations are used in the classroom, it is essential that an instructor or some other external element is available to identify key learning aspects of the system to the learner.

There are three types of simulations: live, virtual, and constructive. In education, simulations can vary from role-playing to rope courses. These are considered instructional simulations because they effectively use instructional elements to help learners focus on key behaviors, concepts or principles. Simulations are also being used more and more in elearning environments because of improved Web-authoring tools and an increasing demand for performance-based training. Similar to games, these simulations should be used with caution and should be supplemented with collaborative type activities.

Video Games in the Classroom

Should video games be used in the classroom? This is a question that has many people debating. Video games have been around for years now and are a part of most childhoods. In the article, Digital Games in Education: The Design of Games-Based Learning Environments, the author BegoƱa Gros thoroughly researched the topic. The researched revealed the following conclusions:

1) “Digital games are user-centered; they can promote challenges, co-operation, engagement, and the development of problem-solving strategies.”
2) “Videogames are useful instruments for learning specific strategies and for acquiring knowledge; they also develop the learning that is characteristic of the culture of the information society, and this learning is likely to have long-term consequences.”
3) “The suite of skills children develop by playing such games can provide them with the training wheels for computer literacy, and can help to prepare them for science and technology, where more and more activity depends on manipulating images on a screen.”
4) “Researchers of the potential of games to support learning consider that games are not as good as other media for generating textual understanding. What they are able to do effectively is to promote conceptual learning, problem solving skills, co-operation, and practical participation.”
5) “An important problem for the integration of videogames is the time that is necessarily required to produce an activity. Generally, the games require many hours and, on occasion, it is difficult to establish the sequences of play that should be significant for both the students and school curriculum.”

Personally I think Gros stated in best, “Video games are not the solution to educational problems.” As with everything in education, there is no one thing that is going to work for every student. For now, if video games are used in the classroom, they should be used supplemental and should be carefully selected.

Saturday, July 11, 2009

Online Video Resources for Educators

SchoolTube is “a network of students, educators, and industry working together to foster video production and internet publishing in a safe online learning environment.” Modeled after YouTube (and many similar sites), this site publishes teacher-moderated and approved videos submitted by schools. These are not “educational” videos in the typical sense – rather, they are student or teacher produced videos from a variety of genres, including comedies, music videos, school events, careers, ceremonies, and even student council meetings.

As a classroom teacher SchoolTube is usefully for teachers who want to: share teacher approved media right from their classroom; are interested in integrating technology into their curriculum; are wanting to learn from recognized educational leaders and want to share concepts, ideas, and lesson plans with other teachers across the nation.

One of the biggest pros of using SchoolTube is that it is free! Therefore, any school may experience the benefit of media-sharing in a SAFE environment. All materials on SchoolTube must be approved by registered teachers, follow local school guidelines, and adhere to our high standards before it can be viewed on the site. It can be used by students, teachers, administrators, and school-related associations. Basically it’s simple, educational, economical, and fun! However, as with all great things there is some cons. SchoolTube requires students to have an email address to register. In addition, students must be at least 13 years old to register.

Check it out for yourself: http://www.schooltube.com/