Tuesday, September 22, 2009

A Recent MIT Report on Tech-integrated Instruction

A recent report (Klopfer, Osterwil, Groff, & Haas, 2009) issued by the Educational Arcade at MIT presents very interesting (teaching) examples regarding the utilization of video games, social networking, and simulations in classroom. The full report can be viewed here which includes:

• the background and affordances of Simulations, Digital Games, and Social Networking;

• the cognitive implications of these technologies;

• specific challenges with using these tools in the classroom, as well as strategies for overcoming these challenges in order to achieve successful learning experiences; and

• the future of these technologies and their impact and learning and teaching.

Here are a few highlights:

Video Games

(e.g., Civilization, World of Warcraft, Lure of the Labyrinth)

In addition to developing new cognitive abilities, it solves traditional classroom teaching challenges:
  • the skill of negotiation
  • solve problems collaboratively
  • be mindful of their actions/impact on others
  • “Games don’t teach the content… it teaches [students] the conceptual knowledge and sets the environment for you to teach what you want.” (p. 8)

Simulation

(e.g., StarLogo TNG)

The report mentions an interesting 3D programming software oriented at K-12 students. StarLogo TNG is an open-ended tool that allows the user to create simulations, developed by MIT Scheller Teacher Education Program. As a 3D modeling and simulation software, StarLogo TNG is a user-friendly programming language represented by colored blocks that fit together like puzzle pieces.


Social Networking

  • The heart of social networking technologies -- social cognition.
  • “almost all involve social skills developed through collaboration and networking. These skills build on the foundation of traditional literacy, research skills, technical skills, and critical analysis skills taught in the classroom” (Jenkins et al., 2006, p. 19).

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