Managing the Good and Bad of Technology in Learning
The serious, up and down sides of play…. How to balance play and learn with technologies? As kids are surrounded by technologies in classrooms and at home, we should take different sides of facts into consideration. As researchers are looking to leverage the engagement of games for learning, should we think seriously about the down side of playing video games – addiction? Is playing on the right track for learning? As educators strive to use mobile technologies for collaborative learning, how to facilitate deeper learning ? Thinking is not less important than collaboration.
The purpose of technology is to serve our tasks – learning, working, or communicating. Maybe one critical requirement of digital citizenship is being able to use technologies wisely and knowing when to have “technology break”. This self-management skill needs learning and practicing.
One big advantage of technology is giving youth the tool to create and construct, the use of technology for learning should fully leverage this to have learners on top of the technologies for active learning. This point is something we don’t see in the article about several researches around how technology distracts learning.(first article below)
Using tech tools that students are familiar with and already enjoy using is attractive to educators, but getting students focused on the project at hand might be more difficult because of it.
“I don’t care if a kid wants to tweet while she’s watching American Idol, or have music on while he plays a video game. But when students are doing serious work with their minds, they have to have focus.”
Concern about young people’s use of technology is nothing new, of course. But Rosen’s study, published in the May issue of Computers in Human Behavior, is part of a growing body of research focused on a very particular use of technology: media multitaskingwhile learning….
But evidence from psychology, cognitive science, and neuroscience suggests that when students multitask while doing schoolwork, their learning is far spottier and shallower than if the work had their full attention. They understand and remember less, and they have greater difficulty transferring their learning to new contexts. So detrimental is this practice that some researchers are proposing that a new prerequisite for academic and even professional success—the new marshmallow test of self-discipline—is the ability to resist a blinking inbox or a buzzing phone….
The serious side of playing games (from Euronews)
Serious games might sound like a contradiction in terms, but in fact, video and computer games are increasingly being adapted for the classroom.
Image compliments of Online Game Design Schools and Degrees