CHAPTER 7: Problem Solving & Inquiry Learning With Software & Web Tools
Chapter 7 unfortunately was very boring to read and not very helpful! The chapter spoke mostly about different programs for the teacher and students to use along with some guidelines. One interesting program that I read about was "Inspiration" for high school students. The program is used to help students create something original by using graphs, voice, drawing, writing, etc. Its like a little easel on the computer that can add text and voice. The program lets students talk, draw or write anything that comes to mind when they are given a project. It allows them to avoid writers block because it let's them free think before making their final version. How much creativity do you allow your students in the classroom? Is this a program you would use?
Chapter 7 page 179, the text states that there are are three ways for teachers to decide if the program is a poor soft ware. They are the following: if the program, not the child, controls the activity, if the game promotes violence, stereotyping or competition, if the software favors quick reaction and not long term thinking. I agreed with these three outlines because, it is important for the student to control what is happening and not have the program control what they are doing. Also, the software needs to promote long term thinking instead of having the student just complete the task and forget it. Do you agree with the three guidelines? Are there any you would add to follow?
The chapter gave a whole list of education games for students to play on page 195. I read through the list and thought how every parent should allow their students to play educational games as opposed to stupid shooting games or killing. Some of the game sounded very fun. Personally I have only played Sims game. Do you think parents should limit the type of games students play? Would that effect a students learning in school?
I liked the suggestions the book offered about the guidelines for selecting a website. I would not have considered the point of making sure the child is in control of the program and not the program itself. It did not occur to me that a lot of the websites I may visit or utilize is just a point and click program without much thought being out into your actions. This is something I will pay more attention too in the future. I would add that I do not see the disadvantage of programs fostering long term thinking activities over quick reaction activities depending on the age of your students. The attention span of children seems to have shortened over time but this is not to say that we can not offer text or activities that require higher functioning thinking. The only way they are going to get better at this is by actually doing the activities that require more thought.
ReplyDeleteI agree with you. I would have never thought of that because like you said all the programs I use are just clicking and the site does the work for me. I do think its important to make students run the website though in order to learn.
ReplyDeleteI think the concern with violent video games is especially relevant in light of the recent shootings in Newtown, Connecticut. Many reports have cited the gunman’s frequent use of such games as a major contributing factor in carrying that horrible massacre and raised new awareness about the impact they have on our children. Additionally, the same explanations appeared after the Columbine shootings over ten years ago to put that tragedy into perspective. As a result, parents and teachers have a moral and ethical responsibility to consider the implications of providing video games along the lines of Grand Theft Auto and Resident Evil to students in light of ESRB ratings and research connecting them to increased violence and aggression.
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ReplyDeleteI do agree with those three ways of deciding if the software is useful for students. Additionally, the text mentioned that "The most effective programs are those that do not require a single right way to use them or a single right answer" (pg. 184). This really stuck out to me. I heard someone say recently, "If we really want to see what this site is capable of, we should just let the students run wild with it and see what they come up with" (this may have been in the video that we watched in class last week...not sure). Whatever the source, this statement is so true! A program that only allows students to click and choose the singular correct answer is far less useful that a program that allows students to come up with something new and unconventional. When discovery happens, true learning takes place. I am all for software that can function in this way and am interested in finding more tools that work like this.
ReplyDeleteIm not quite sure I agree with the point made above about violent video games and their impact. Reality is, violence has occurred before the advent of video games. As a matter of fact, that is Marilyn Manson's opening point in his essay in Rolling Stone magazine in response to the Aftermath of Columbine (in case any one is curious, http://www.rollingstone.com/culture/news/columbine-whose-fault-is-it-19990624). and to be fair, Manson is WAY too anti establishment for me to really get behind his thoughts, but he does raise a few interesting points which still holds up today).
ReplyDeleteSaying that violent video games causes violent behavior is just like saying that owning a dog makes someone a good person.
in any light, to bring this back to your point, as a responsible guardian to children, it is our job to prepare our students for the "real world." Thus, I would NOT limit the type of games students play in their free time AS LONG AS I know that they are prepared to use it. Anything can be dangerous if one is unprepared for its use. Look at eating behaviors. people can kill themselves by eating unhealthily. But do the people working at mcdonalds cut off any patrons from getting his/her 4th big mac of the week?
perhaps I'm a bit naive, and way too optimistic. but I really do have faith in kids, and thus would rather treat them as respectfully as I can... rather than limit them due to what ifs, and unproven anxieties, I'd look to help equip them to deal with these "challenges" such as violent video games.
I definitely agree that chapter 7 was significantly less useful and enjoyable than other chapters we have read- I hope that our text veers away from merely classifying various tools and returns to the pattern of previous chapters where tools were explained and methods for their integration were provided.
ReplyDeleteAs to your question of how much creativity I allow in the classroom, I like to think that I allow my students complete creativity, so long as that creativity is being used for productive rather than lazy means. I usually let my students come to realize that if they come to me with an alternative assignment, or an alternative writing prompt, and it seems to me to be something they are actually passionate about, rather than merely a way to get out of doing work, I'll let it slide.
I love the idea behind "Inspiration" and definitely need to look into it- different students organize their thoughts in different way, and providing them with a platform on which to constructively organize their thoughts, and perhaps even to share them with their classmates, seems as if it would be a productive use of class time.
I think your honesty is very refreshing. Not all chapters in a textbook speak inspiration to me either, and I found this one a little dry to read as well. That being said I think that our classmates have a LOT to say and I have enjoyed reading and hearing others opinions. I am the furthest thing from a "gamer" and know basically nothing about it so this has provided me with some great ideas and great examples.
ReplyDeleteThis was perhaps my least favorite chapter in the book that we were required to read. Again, some of the information is important to skim through, however, most of it was common sense. The list of educational games may come in handy but for I am still opposed to going to overboard with games in the classroom. I sometimes have to watch my 9 year old sister and 9 year old cousin on the weekends and they are both overly engulfed in technology. Too much of anything can be a bad thing and it may be better for students to get inspiration out of something that they are not already glued to initially.
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