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packaging. But this is not so, since the modern computer can help teacherand-students to focus on more high level cognitive tasks.
Based on the two learning theories, the teacher can employ the
computer as:
1. An information tool
2. A communication tool
3. A constructive tool
4. A co-constructive tool
5. A situating tool
Information Tool
The computer can provide vast amounts of information in various
forms such as text, graphics, sound, and video.
Communication Tool
Internet can serve as a channel for global communication. Computer
can very well be the key tool for video teleconferencing sessions.
Constructive Tool
The computer itself can be used for manipulating information,
visualizing ones understanding and building new knowledge.
Co-Constructive Tool
The use of the electronic white board where students may post notices
to a shared document. Students may also co-edit the same document from
their homes.
Situating Tool
By means of virtual reality extension systems, the computer can create
3-D images on display to give the user the feeling that they are situated in a
virtual environment.
Computer Assisted Instruction (CAI)
This is any use of computers to aid or support the education or training
of people.
Games for Teaching and Learning
The following are some of the questions answered by teacherrespondents in a study and in each question reveals the top answer:
1. How do you typically have your students use digital games?
Alone or individually (30%)
2. What devices do students typically use to access digital games in a
classroom?
Mac or Personal Computer (72%)
3. How frequently do students use digital games in the classroom?
Weekly (55%)
4. How to choose for the right game?
Recommendations from teachers (48%)
5. What are the greatest barriers teachers face in using digital games?
Insufficient time (45%)
Cost (44%)
Lack of resources (35%)
6. Which students have you seen benefit from instruction involving digital
games?
Low performing students (47%)
Examples of Games:
1. Starfall
2. Cool Math
3. PBS Kids
4. ABC Mouse
5. Brain Pop
Considerations of Game-Based Learning:
1. The matching of learning content and game genres (Prensky, 2001)
2. The learning principles that games incorporate (Gee, 2004)
3. The design of educational games and simulations (Aldrich, 2004)
4. The effectiveness, sources, and institutional usage (Van Eck, 2006)
5. The design of meaningful play in games (Salen and Zimmerman, 2003)
Game and Play
Games are a form of play with rules. A game is a system in which
players engage in an artificial conflict, defined by rules, that results in a
quantifiable outcome (Salen and Zimmerman, 2003).
Play is known to perform an important role in learning. It is significant
in cognitive, psychomotor, emotional, social, and psychosexual development
of the learners.
Examples of Games for Cognitive Development:
1. Team Umizoomi Math: Zoom into Numbers
- Published by Nickelodeon
- An iPad game suitable for ages 4
- It covers number identification, counting, number comparison, and
addition or subtraction
2. Count Me to Sheep
- A flash-based online game
- Features lots of verbal commands, promts during pauses, and a
simple intuitive interface.
Example Game for Psychomotor
1. The Tiggly Game
- This combines tactile toys with rich visuals possible on an iPad
Example of Socio-Emotional Games:
1. The Scout and Friends and You
- This aims to help build social skills through exploring emotions and
feelings.
2. The Choo-Choo Choices Game
- This aims to help learners about caring, sharing, and helping
The Internet and Education
The internet, also simply called the Net is the largest far-flung
network system-of-all-systems. The internet is not really a network nut a
loosely organized collection of about 25,000 networks accesses by
computers on the planet.
No one owns the internet. It has no central headquarters, no centrally
offered services, and no comprehensive online index to tell users what
information is available in the system. Everything is coordinated through the
internet through a standardized protocol or set of rules for exchanging data
called Transmission Control Protocol or Internet Protocol (TCP/IP).
To gain access to the internet, the computer must be equipped with
what is called a Server which has a special software that uses Internet
Protocol. The great attraction of the Internet is that once the sign-up fees are
paid, there are no extra charges. Electronic mail (e-mail), for example, is free
regardless of the amount of use.
In Contrast, individuals using the Internet on their own personal computers
must pay ongoing monthly fees to whoever is their service provider.
The educational uses of Internet:
Educational software materials have also developed both in
sophistication and appeal. There is now a wider choice from rote arithmetic
or grammar lessons to discovery and innovation projects.
But the real possibility today is connecting with the world outside
homes, classrooms, and Internet cafes. Today schools are gearing up to take
advantage of Internet access, where they can plug into the Library of
Congress, make virtual visits to famous museums in the world, and others.
The Microsoft Office Programs
(This is output-based to be done by group. Each group should make a sample
computation of grades using the Microsoft Excel and a sample activity
program using the Microsoft Publisher. Refer to the attached documents in
the groups e-mail. Once finished, submit the outputs through the groups email on or before October 21, 2016, Friday).