Thursday, October 9, 2008

Journal 2

Groff, Author's first name initial J, & Haas, J (2008). Web 2.0. Learning and Leading with Technology. Sept/Oct, 12-15.

Web 2.0 includes technologies such as social networking, simulations and digital games. When used properly in the classroom they are of great benefit because they encourage collaboration, goal oriented activities, problem solving, critical thinking that are highly engaging to students. More importantly it bridges "the gap between the traditional scholastic culture and the culture of today's learner."(pg. 1).

Questions:

Is it possible to use social networking sites productively in the classroom environment?
Currently, the ones that are used by students at home, such as myspace or facebook are blocked at schools. Yesterday when I was at Carlsbad High I was trying to access our class blog on webct but it was blocked too. I guess the first thing to do is to find out which ones are available to be used on school campuses. Once that hurdle is passed then I see it as a great tool to be used for a classroom as we do for our technology class.

What types of digital games might be applicable to the types of lessons I plan to teach?
I plan on working with students with special needs and games are a great way to help them with life skills, such as how to use the computer, dealing with money or buying groceries. There are some easy and fun games that I have seen used to learn basic math skills. All the students I've worked with want to be on the computer so there is a great deal of enthusiasm which helps learning tremendously.

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