Content
This lesson presents the view that
beliefs, history, research, and policy are essential to changing the
educational system with technology. The content should help teachers reflect on
what is happening as the center of learning power moves outside the classroom.
The suggestions for use of technology are designed to help educators ease into
the use of technology rather than leap off the cliff of innovation, developing
confidence and competence in their teaching. Teachers of young children are the
technology gatekeepers in childcare programs. They are vital to the appropriate
use of technology, yet little is documented concerning training and
understanding of teachers’ role in classrooms.
Experience
In whatever aspects
in life there is always a gap: in economics, fashion and education. The education
system from the past is different from today. With the presence of technology
make it a lot more different. 21st century learners are highly
active and updated when it comes to using technology. I honestly am still
on the process of studying the new applications and the trending software.
Reflection
One way to understand the potential generation
gap between educators and learners is to view the difference between “digital
natives” and “digital immigrants.” Members of the Net Generation are digital
natives, that is, they are born into a culture that speaks the digital language
of computers. Digital immigrants, by contrast, are those to whom computer-ese
is foreign. To bridge the potential
generation gap, educators need to develop new learning tools, and in essence
see teaching and learning in new ways. Indeed, according to Prensky, 2001, “todayʼs students are no longer the people our educational system was
designed to teach”. As a result,
many faculties are starting to consider using games to enhance their courses.
As a future teacher we must be able to compromise or somewhat exceed ourselves
to what our learners can actually do.
Application
By this, we could find new ways in
teaching our lesson to our students with the use of appropriate teaching
strategies with technologies that would aid us in teaching such that we show
them simulations, videos and involve them in the process. Technologies that can
support such immersive learning environments are converging and maturing in the
mass market and the feasibility of using them in higher education is
increasing. Games and simulations are one way to teach this Net Generation in
their own language. Games can present content in ways that were previously
unavailable, thus facilitating new understandings of traditional and new
learning materials, creating innovative avenues for research and assessment,
and energizing discussions about the future of higher education.
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