Ch. 3: Experimenting with Technologies (pp. 44-59).
1. On pp. 45-48, Jonassen introduces microworlds and shares several examples. Explore Sodaplay, a contemporary microworld. What's your first impression? In your own words, what is the purpose of this microworld? How could it be used with elementary students?
My first impression of the Sodaplay website was that it was a confusing and rather bland site. However, upon further examination I discovered I like the site Sodaplay. Sodaplay allows students to create animated models, which then others can play with. I found the site rather easy to use. I think the purpose of this microworld is to help promote creative thinking in a collaborative environment. The main focus of this microworld is making physics interactive. Students can play with other models people have created, or they can create their own model.
2. Jonassen discusses simulations on pp. 48-52. In addition to the simulations he provides, explore the online simulations below and provide a reaction to each. Your reaction should include your first impression, your position on using the simulation with students, and your opinion on whether or not the simulation promotes meaningful learning.
Net Frog
My first impression of this site was that it was creative and useful. However, after exploring the site for a while I found this simulation to be too advanced for elementary school students. Although I think the information presented was informative and helpful I do not think I would use the simulation in my classroom. I think students in elementary school would be too distracted and too disgusted to pay attention to the narration.
Funderstanding Roller Coaster
I thought this simulation was great. It was a lot of fun and educational. I think students would certainly enjoy it and have fun while learning about how height, mass, speed or friction influence a roller coaster. I would use this simulation to demonstrate the effects of variables in upper elementary school science classrooms. I think this simulation does promote meaningful learning.
3. Now find a UNIQUE online simulation that you believe could be used with a particular grade level and content area you would teach. Post the URL of the simulation on your learning log and provide an explanation for how the simulation promotes meaningful learning. Remember, you should find a UNIQUE online simulation, i.e., one that has not been introduced by the textbook, me or your peers. The subject of your discussion post should be the name of the simulation so that your peers can quickly see which simulations have already been posted. You will also need to respond to 3 of your peers' posts. Your response should include your impression of the simulation.
See previous post.
4. Educational gaming is introduced on pp. 52-56. Play each of the games listed below, then provide a reaction to each game. Your reaction should include your first impression, your position on using the game with students, and your opinion on whether or not the game promotes meaningful learning.
Darfur is Dying: I found this game entirely too confusing and complex for elementary school children. Although the concept is good I found it was very hard to control and did not give enough directions as to what the people should be doing. The information was useful but I think children would get too confused with all that is required of them in playing the game. I learned more about the Darfur crisis but I think some of the information would not be appropriate for little children. If I were to teach about Darfur in my classroom I do not think I would be using this game. This game would be more appropriate for older students.
Ayiti: The Cost of Life: My first impression of this game is that there is a lot of text for students to read. I can easily see students becoming bored with reading and skipping ahead to the actual game where they learn they do not know what is going on. I also think children might get confused with all that is required of them. I think less initial text and more text placed throughout the game when appropriate would yield more meaningful learning. This game is good in that it does illustrate to students all that is required of healthy living especially in low income areas but I think students would be put off with the introduction to the game they might not play the game to its optimal level.
3rd World Farmer: I found this site rather confusing at first. In the beginning there are no real choices that one can make as to what they do because one does not have money. However, after the first year then students can make decisions about what to buy or not buy. I think to fully optimize student learning there should be information about the crops, animals and necessary tools so students can make a more informed decision. Children can also learn about the different types of crops and animals if there was more information available to them about them. I liked the annual report at the end but I feel like there needs to be more active learning involved in order for it to be truly meaningful learning.
5. Now find a UNIQUE online game that you believe could be used with a particular grade level and content area you would teach. Post the URL of the game on your learning log and provide an explanation of whether or not the game addresses any of Gee's principles (pp. 54-55). Remember, you should find a UNIQUE game, i.e., one that has not been introduced by the textbook, me or your peers. Thus, if a peer has already posted the game you want to use, you'll need to find a different one. The subject of your discussion post should be the name of the game or website so that your peers can quickly see which games have already been posted. You will also need to respond to 3 of your peers' posts. Your response should include your impression of the game.
See previous post.
6. Jonassen provides an overview of virtual worlds on pp. 56-57. Do some research to determine if there are virtual worlds that are appropriate for use by elementary students? If so, describe the virtual world(s). If not, identify characteristics of a virtual world that you think would be appropriate for an elementary student. Be sure to document your research process.
There are many virtual worlds that are appropriate for use by elementary school students. JumpStart is one I found that is appropriate for children aged 3 through 8. There are multiple different virtual worlds depending on grade level (preschool through second grade available). Each of the virtual worlds teaches a different subject area. The focus on JumpStart is to promote math, reading and critical thinking skills. Within JumpStart there are 12 different areas one can visit to practice different skills. Also there is Webkinz World where students own stuffed animals and take care of them like they are real. Webkinz allows students a creative outlet to teach life skills rather than specific subject areas. JumpStart is appropriate for use in the classroom because it is educational, whereas Webkinz would be a more out of school site for children to use.
http://www.jumpstart.com/
http://www.webkinz.com/us_en/
7. For the Digital Interactive Media Project (due in week 7; requirement for A contract), you will use Scratch to create an interactive simulation, game or animation that addresses content appropriate for a grade level of your choice. Explore the Scratch website to review some examples of how the software can be used. There are also resources available to help you learn how to use the software. For this prompt, describe your programming background. Have you ever taken a class on programming or a class where programming was an aspect of the course? Do you know how to write HTML code or other programming languages?
I have no programming background what so ever. I have taken basic computer classes and then EME2040 but that is as in depth as I have gone. I do not know how to write HTML code or any other programming language. Generally, I am a fast learner so I should be able to learn how to write programming. After examining the Scratch website I think creating my own interactive project would be rather easy to do.
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Jumpstart is one of my favorite virtual worlds that students can use to improve their math, writing, and critical reasoning skills. I completely agree that jumpstart is perfect for the classroom where as webkinz is not as educational and is more appropriate for students to use in their downtime at home. I know that I plan on using virtual worlds and I'm glad I got to revisit jumpstart after reading your blog!
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