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Human beings no longer exist in purely physical forms: they have online lives that can be rich,
complex, and expansive. Students and young people are hugely active online and the current
generation of K-12 students has never lived in a world without an omnipresent internet. This
technology explosion can, and indeed must, be harnessed by educators. This wiki document was
collaboratively created by me and four other master’s students: Teresa Worthy, Amy Settles,
Amanda Swanson, and Karen Deaton. It demonstrates our shared understandings of a wide
Students spend an enormous amount of time (about 23 hours per week on average)
playing video games (Dawley, 2006). While this number is staggering, teachers should take
heart: games can have a variety of benefits for students. Games can improve collaborative,
communication, problem solving, and number related skills (Gee, n.d.). This document discusses
ways to incorporate those benefits with other non-game technologies such as GoogleApps, which
The lives of students today are completely integrated with the internet and its use (Green
& Hannon, 2007). If teachers do not embrace the uses of technology in their classrooms, they
will find themselves fighting their students’ desire to use technology at every turn. There are a
multitude of reasons to use technology in the classroom. For one thing, the use of multimedia
platforms improves students’ comprehension and interest in the material (Brady, 2004). This
may partly be due to the fact that technology lends itself seamlessly to a diversity of delivery
models. As this document explains, students can access visual, auditory, and hands-on (or
Students are also heavily involved in social media and there is an ever growing need to
educate students about their safety and their responsibilities on the internet. While social media
may not be the first thing one thinks of when considering the benefits of using technology in
school, it can actually be a very important tool for students. According to the National School
Board Association (2007) more than half of students report using social media sites to discuss
school or academics. As this document suggests, students have a need to collaborate and an
Applications to sites like Voicethread, students can access and contribute to each other’s work
Students are motivated to use technology and technology, when used wisely, can benefit
them academically. Therefore, it is crucial that teachers develop ways to incorporate technology
References
Brady, J. (2004). More than just fun and games? Applied Clinical Trials. Retrieved from
http://www.actmagazine.com/appliedclinicaltrials/article/articleDetail.jsp?id=131503
Dawley, H. (2006). Time-wise, internet is now tv’s equal. Media Life. Retrieved from
http://www.medialifemagazine.com/cgi-
bin/artman/exec/view.cgi?archive=170&num=2581
Gee, J. (unpublished manuscript). Why are video games good for learning? Academic Co-Lab.
Green, H. & Hannon, C. (2007). Their space: education for a digital generation. Retrieved from
http://www.demos.co.uk/files/Their%20space%20-%20web.pdf
National School Board Association (2007). Creating & connecting: Research and guidelines on