• 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.
Video Games
(e.g., Civilization, World of Warcraft, Lure of the Labyrinth)
- 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)
(e.g., StarLogo TNG)
- 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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