Part A
Define and
respond in writing in this section of the module to the following terms (in
your own words) and give one example of each; then post your responses under
the tab “Glossary of Terms” on your Google Web.
Place your URL in this section of your module.
Application software- performs functions
specifically in ways that are specialized to produce a variety of services such
as Internet browsing, email management, databases, word processing and
spreadsheets.
Example of Application software: Open source
Bad ware- is a type of invasive software that
disregards fundamentally a user’s control or choice over how a computer will be
used.
Example of Bad ware: StopBadware.org is a consumer
software watchdog organization support corporately from companies like Sun
Microsystems or Google.
Bloom’s taxonomy- an educational seminal
classification tool presented first in1956 and revised subsequently in 2001.
Example of Bloom’s taxonomy: Knowledge asking a
question tell what happen after Ben left his friend? and afterwards write the response.
Building, inventing and creating software- like
physical objects and hands on material providing students with environments for
engaging and interactive explorations.
Example of Building, inventing and creating
software: Google Earth
Composing and calculating software- programs found
on many computers Excel and Microsoft Word.
Example of Composing and calculating software-
Composing means writing a paper on Microsoft Word and calculating means someone
doing a budget on Excel calculating numbers.
Computer games- are web-based, video, computer
software game application that popular immensely among teenagers and children.
Example of Computer games: racing game
Desktop-based games- downloaded permanently to a
person laptop or desktop computer
Example of Desktop-based games: Angry bird star wars
Digital games for learning- (known also as serious
games) are web-based and computer games that have been designed with education
rather than in mind entertainment goals.
Example of digital games for learning: Revolution-
multi-player of Education Arcade
Digital writing- or digital composing, covers not
only communicating by email, writing for a website or contributing to a blog
but also just writing on the computer
Example of Digital writing: National Council of
Teachers of English provides resources for nonfiction and fiction stories, as
well as interactive tools to support student writing
Educational apps- are software applications for
tablet computers and smartphones that can be used in personal learning or
teaching.
Example of Educational app: Citadel telling an epic
tale
Educational software- or instructional software
refers to web-based and computer products tools designed to promote learning
for students at homes and schools.
Example of Educational software: Max & the Magic
Maker
Gamification- is the game elements of an application
to non-gaming situations, frequently to influence or motivate behavior.
Example of Gamification: A student using app on Ipad
to learn about why animals migrate from one place to another.
Hardware- refers to the simple circuitry and
machinery of a computer
Example of Hardware: mother board
Higher-order thinking- is a concept for reform of
education based on learning taxonomies.
Example of Higher-order thinking: Students
constructing a carbon atom.
Ill-structured problems- issues of real world that
do not simple solutions
Example of Ill-structured problems: a simulation
game such as River City
Intelligent tutoring systems- are powerful new
software programs that computer responses to student actions through the
promoting inquiry learning.
Example of Intelligent tutoring systems: online
tutorials
Internet-or browser-based games- can be played on
any ready device of the Internet.
Example of Internet-or-browser based games- Pac-Mac
Google
Lower-order thinking- simple interpretation and
recall of information
Example of lower-order thinking: acquisition of
knowledge
Object-oriented programming- in which users of the
computer create an object virtually and make it do things in response to
instructions preprogrammed.
Example of Object-oriented programming: a student
may create a ball and program it to fall and bounce over and over back up.
Open-source software- is open for the public to
recreate, use, copy, usually no cost or little.
Example of Open-source software: Linux
Problem-based learning- is when students investigate
questions, problems and issues, for which there is no one answer right using a
process of drawing conclusions, assembling evidence, evaluating the results and
asking questions.
Example of Problem-based learning: when a teacher
have his or her students work in small groups, presenting them with a problem
to solve and sharing the findings with whole class.
Problem solving- refers to educational activities in
which students test theories, make predictions, and ask questions.
Example of Problem Solving: A student solving word
problem that might have to use several steps in order to solve the mathematical
problem.
Simulation game- is a game represents dynamically
real world one or more systems or processes in which players are placed in
computer generated setting with conflicting choices and goals where experience
and decision making are made by them.
Example of Simulation game: The River City Project
Software- is the term for computer instructions-
codes of collection that tells specific functions to be perform on a computer’s
hardware
Example of software: Adobe Photoshop (Graphics
Software)
Stealth learning- students learn not realizing they
are learning because the importance are embedded within the activities of the
game that provides students with thinking and academic information skills.
Example of Stealth learning: The River City Project
System software- is responsible for the overall
control and functioning of a computer
Example of System software: Linker Software
Video games- people playing games on computers.
Example of Video games: Solitaire
Virtual worlds-Users interact as games players on
computer based environments, frequently use through online identities.
Examples of Virtual worlds: Second Life
Visual-thinking and concept-mapping software- allow
students and teachers outline and organize their ideas visually on a computer.
Example of Visual-thinking and concept-mapping
software: Kidspiration
Reference
Edwards, S.A., Maloy, R.W.,
O’Loughlin, R.V., & Woolf, B.P. (2014) Transforming Learning
with New
Technologies. Upper Saddle River, New Jersey: Pearson Education, Inc.
Complete a
lesson plan using the information you learned regarding digital games for
learning, including virtual worlds, simulating games and intelligent tutoring systems as discussed in this chapter.
Title of
Lesson: Digital Book Talking
Subject:
Reading
Grade Level:
10th
Topic of
Main Idea: Promoting Literature Appreciate
Objective:
Students will create and compose a short book digital talking to appeal to
other students to read the book.
Standard
Use: Standard 6: Utilize advanced features of multimedia software, including
image, video, and audio editing. http://alex.state.al.us/standardAll.php?grade=9&subject=TC2&summary=2
Materials:
Computer, Microsoft Word, Digital Video Recorder, Blank DVDs for recording
Activities:
Day 1: Teach
students how to use a digital video recorder.
Day 2: Provide students with a sample script for a
book talk. Have students work in pairs writing own scripts for their book talk
using Microsoft Word. Have students get my approval about their scripts they
wrote for their book talk before practicing.
Day 3: Have students practice their book talk before
actually recording it. Make needed suggestions to the students about their book
talk. Students will be able to make any type of revisions during this time to
their scripts.
Day 4: Have
students decide who will record and perform the book talk. Students will record
their book talk at least two times so that I could view them and have them make
revisions if needed. Students will record their digital book talk for the last
time to be turned in to me.
Day 5: The
entire class will showcase their digital book talks. Have students vote
anonymously on the best digital book talk that deserves to be shown to the
student body.
Homework:
Students will write a paragraph on their overall experience with writing
scripts for their digital book talk and performing it for the whole class to
see.
Assessment:
Students will be graded on a performance assessment. Students will be graded on
how well they presented their digital book talks and writing of their scripts.
Part C
Learning Outcome 7.1 Discuss how technology generates
problem solving and inquiry learning among students.
Problem solving and inquiry learning activities that are educational
involving students testing theories, asking questions and making predictions.
Scientists, mathematicians, historians and other professionals use these are
methods to solve problems and conduct research. Problem solving and inquiry
learning actively engage students to use real world issues and situations. For
example, student history class can identify causes and outcomes of historic
events by exploring primary source documents such as census data, new stories,
government documents and personal letters. In addition, some steps in solving
problems including the following: understanding the problem, using
problem-solving strategies and checking results. Understanding the problem
means the students not exactly how to answer, what is being ask and what they
already know in identifying a type of question. Using problem solving
strategies means students for instance doing math can break down problem into
steps to solve them. Checking results means students rechecking the problem are
answer to see whether or not they solve the problem correctly. To continue,
problem solving can be down by teaching with computers. In the political,
social and economic world barely teachers are preparing to students to be well
equipped in solving problems. In the real world, problems are messy and
complicated that requires compromises to solve problems. These are real issues
in the world called ill-structured problems because their no easy formula to go
by to get things done. The greatest learning opportunities for students are the
problems that are hard to solve. Students facing such problems learn to define
precisely the problem, decides on number of possible solutions and consider the
most workable course of action. However, the most wonderful tools for teaching
students problem solving are having them to use computers. Some tools for
teaching students problem solving using computers are the following: learning
games, smart tutoring programs and software apps and programs. Students might
consider different possible using these tools providing them with immediate
feedback about their answers. Depending on what a teacher assigns on the
computer problem solving activities can be either complex or simple. Students
might be employing either in-depth or surface thinking. For example, math facts
drill programs are not complex students can easily solve them which means they
are using surface thinking. On the other hand, for example, simulation games
requires students to use in-depth thinking in solving problems. Furthermore,
students are not given simple solutions and right answers; they must rather
follow the research process to consider what to do next.
Users of computers have heard the terms software and hardware. Hardware
refers to simple circuitry and machinery of a computer. Software is a
collection of codes that tells the hardware of the computer to perform specific
functions. Computer technologies work because of these two terms. People give
the computer instructions to follow telling it what they want done. For
example, an individual can install word processing software that tells a
computer whatever to do such as writing, editing and publishing request. After
installing the word processing, people can start using it. In addition, two
main types of software are system and application. System software is
responsible for the overall control and functioning of a computer. Application
software performs functions that are specific in specialized ways to produce
many services including the following: databases, spreadsheets, word
processing, internet browsing, movie making and email management. Highly
sophisticated application software directs the processing information work of
computers. Some of the programs include the following: Excel, Power Point,
Microsoft Word, Photoshop and Adobe Acrobat. Also, open-source software
application perform essential information processing tasks on a person’s
computer such as Mozilla Firefox for web browsing or WordPress for blogging.
Open source software is free over the Internet that refers to computer code and
programs. To continue, the indispensable tools are standard software
applications on computers. Standard software applications allows people to
write papers, interactive with models, and design programs. Open source
software is for the public to copy, use and recreate for any purpose of their
chose. In concluding, an example of open source software is Linux.
Learning Outcome 7.3 Evaluate
educational software and apps.
School systems make often huge purchases to install on a network
educational software that serves in the district every school. Teachers
commonly will locate software choices preselected by the district on computers
in the classrooms. In many schools, teachers are not allowed to place their own
software to the school network system, however teachers can obtain permission
from their principals to add programs. In addition, teachers have challenges
locating and choosing quality apps and software. Mainly some programs
reconstruct traditional teaching practices in an electronic format. However,
software that is high quality provides opportunities and strategies to alter
student learning. One way to levitate poor software is to identify the good
educational software. Seymour Papert an inventor of LOGO which is computer
programming language provided three main features of low quality software. The
three main features include the following: (1) activity is dictated by the
computer; (2) violence, stereotyping or competition is present, and (3) quick
reactions favored over problem thinking and problem solving. It is important to
understand what happens educationally when students use it by evaluating every
aspect of a software app or program. The programs that are the best feature
help feedback, active engagement and learning centered on concepts. Edudemic,
is an educational technology magazine monthly iPad for educational apps
development based on materials by Palm Beach County Florida Public Schools. In
addition, Bloom’s Taxonomy is lower and higher order thinking. Lower order
thinking is simply interpreting and recalling of information. Higher order
thinking is knowing evaluation and comparisons of perspectives and
theories. The Bloom’s Taxonomy thinking
from lowest to highest include the following: knowledge, comprehension,
application, analysis, synthesis and evaluation. The revised Bloom’s Taxonomy
of thinking include the following: remembering, understanding, applying,
analyzing, evaluating and creating. To continue, many organizations have online
resources to help teachers in choosing software. Some of the organizations
include the following: Edudemic Directory, Entertainment Software Rating Board,
Evalu Tech and StopBadware.org. Edudemic directory provides a wide selection
for reviews of education technology resources such as mobile apps, mobile
phones, tablet computers and laptops. Entertainment Software Rating Board is an
evaluation group that independently assess and rates new pieces of software
yearly. Entertainment Software Rating Board provide buyers their signature
symbols with a way to determine age level of a program appropriately such as EC
standing for (Early Childhood, ages 3 and up). EvaluTech is a free service of
online software review for families and teachers providing more than ten
thousand print resources for K-12 teaching, links to web resources and lesson
plans. In concluding, Badware is a type of invasive software that disregard fundamentally
a user’s control or choice over how a computer will be used.
Teachers meet many instructional goals using educational software
especially inquiry learning and problem solving. In addition, composing and
calculating software programs found on a lot computers are Excel and Microsoft
Word. Composing indicates to writing and calculating to mathematics. Since,
every school curriculum core parts are mathematics and writing, every student
is expect to advance in levels of proficiency in each of these areas from elementary to secondary
schooling. Also, spreadsheet and word processing programs software serves as
main tools for learning and teaching. The Conference Communication and
Composition view that college and K-12 students must have a lot hand on use of
writing technologies and opportunities critically to evaluate the kinds of
writing that computers make possible. However, digital writing or digital
composing covers not only using computer for writing, but also text messaging,
writing for a website and contributing to a wiki. The National Council of Teachers of
Mathematics offers read/write/think website that is has interactive tools to
support writing for students, resources for writing nonfiction and fiction.
Math learning is enhance by software. In addition, the National Council of
Teachers of Mathematics advocates interactive websites for math and software
such as graphing calculators, spreadsheets and geometry visualization as key
resources for math classrooms. An example of widely used in school system
computer networks is Excel spreadsheet program. However, Creating, building and
inventing software is when students are engage in explorations that are open
ended. Learning starts at young ages when students play with balls, Legos,
blocks and dolls in preschool, kindergarten and elementary. Older students who
are in middle and high school write creatively, act in plays and skits.
Besides, the definition for creating, building and inventing is similar to
physical and hand on materials objects providing students with explorations
that are engage and environments for interactive. Two examples of creating,
building and inventing are Kid Pix and Google Earth. Kid Pix is a paint program
and multimedia online art studio has evolved with collection of features that
extensive. Teachers can use Kid Pix for creative learning that across the
curriculum. Google Earth is globe that interactive inside the computer.
Teachers can use Googles Earth in their classrooms having students to take
virtual journey throughout communities. Also, visual thinking and concept
mapping software allows students and teachers to outline and organize their
ideas on the computer visually. Three visual thinking programs include the
following: InspireData, Kidspiration and Inspiration. In concluding, the tools
on the visual thinking programs include the following: voice, charts, symbols
and graphs.
Learning Outcome 7.5 Analyze
educational games and simulations as learning resources.
Computers games are software applications that are computer, video and
web based game vastly popular among adolescents and children today. Games span
a long variety of formats such as adventure games, knowledge games, and
practice and drill games. Games almost reach into classroom and home for
several reasons: multiple delivery systems including the following (1)
smartphones, computer software and video games provide access widely to games
to games virtually among every population of every segment, (2) Connections
publicized highly between commercial and games products, movies and televisions
promote interest across age levels and age groups and (3) alluring characters
and storylines, adventure and action narratives based on responses, stimuli and
characters that become addictive make children attractive to games. To
continue, gamification is the application of non-gaming situations to game
elements often to influence or motivate behavior. In years ahead, gamification
is widely forecasted to become used in education and business, but experts warn
game element increases in online activities might have negative impacts as well
as positive outcomes. Video games are video game consoles and played on
computers. Although video games are popular among children and adolescents,
educators are learning still about the sociological and psychological impacts
of game play. Many teachers and parents believe they should restrict severely
computer use by students and ban totally preschoolers and kindergartens for
learning or playing on the computer. This perspective shows that computer games
are a detrimental distract from the process of developing thinking skills,
writing and fluent reading among students. A person can evaluate inquiry
learning and problem solving dimensions of video games and computer by putting
them on two continuum of game experiences. The horizontal line presents
learning goals of a game and ranges left to right from entertain to edutain to
education. Entertainment games mainly are played for fun, without any explicit
educational or learning goals in mind. Entertainment games use the game play
for fun as way to sustain and attract the interests of students. In concluding,
educational games are activates that have academic learning goals clearly as
the basis of game play.
Digital games for learning also known as serious games are web and
computer based games that have been designed with educational rather than in
mind entertainment goals. In 2006, Federation of American Scientists coined
digital games for learning convening a Summit on Educational Games. In a 21st
century information society, participants concluded that video games players
are mastery skills essential for careers such as problem solving, adaptation to
rapid change, interpretive analysis and strategic thinking. In addition, games
are demanding, challenging and active of focus and concentration innovative
ways to solve problems, whereas school is frequently uninspiring and passive as
students repeat back on papers and tests based on them taking in
information. However, the Federation of
American forecast educational games have the potential improve attitudes of
students about learning complex subjects, including those subjects that are
unattractive such as science and mathematics. To continue, two broad categories
of digital games for learning are desktop-based and Internet based.
Desktop-based games are download permanently to a person laptop or desktop
computer. Internet based games can be played on any ready device for the
Internet. Internet based games allows a person to play for free, while desktop
games are commercial products a person have to purchase in order to play.
Simulation game is a game that represents dynamically one or more processes or
systems of real word which placed players in a computer generated setting with
conflicting goals and choices where they make virtually experience and
decisions those decisions based consequences. An example of simulation games is
The River City Project. However, virtual worlds are online based environments
in which users adopt identities online and interact with other players of the
game using those identities. A well-known example of virtual world for adults
is Second life. Second life is a subscription game online played by people
worldwide, in which players adopt a person through which they work and live in
a simulated world. Also, there are four strategies that can help teachers use
gaming and games more effectively in the classroom. The four strategies include
the following: play games together, minimize the use of games that teach
isolated skills, scrutinize games that solely function on points lost or win
and discuss games and their content. Play games together means teachers can
critique and play games as part of school activities with students. Minimize
the use of games that teach isolated skills means games that are educational
target an isolated skill as part of reward system for games. Scrutinize games
that solely function on points lost or win means games that are educational in
which include players of the game must solve electronic challenges to win
tokens, empires or popularity. These types of games needs an approval from
teacher before students play. Discuss games and their content means teachers
and parents need to preview games before students play them. In concluding,
intelligent tutoring systems are dominant new software programs consisting of
computer responses to students’ actions through promoting inquiry learning.
Reference
Edwards, S.A., Maloy, R.W.,
O’Loughlin, R.V., & Woolf, B.P. (2014) Transforming Learning
with New
Technologies. Upper Saddle River, New Jersey: Pearson Education, Inc.
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