I believe the technology advancement that holds the biggest promise for education is Gamification, but most specifically, ATOMS. Kids today love games, so having an educational game could really help students learn better. ATOMS is a way to combine science, electronics, and design. With ATOMS, "students can build robots, stuffed animals that talk, and cars that move or string blocks together to see what creative interactions can result" (Lever-Duffy 288). I believe many students struggle with the concept of science and I believe this is a way to make learning about science fun for these students. It also helps encourage kids to be creative because it's easy to use. I could see this technology being utilized by having students use it for projects and such in science classes.
The gap between people that do and do not have technology is called the digital divide. I am on the side that has access to technology because I use it daily. I have a iPhone and laptop I use constantly. I think this will effect my classroom because some students will be on the side that does not have access to technology. I will have to remember that certain children don't have access and plan homework and projects accordingly, or have hours after school where they can work on assignments that require technology.
I used PowerPoint a lot in high school so I was surprised to learn that there was actually somethings I did not know about it. I had no idea how to use a master slide, or even what it was for. I don't like how I recorded my voice, mainly cause I don't like listening to my voice being recorded. I liked SmartArt however, it was cool how I could connect my pictures with text.
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