As I reflect on the content and material covered in this class, I realize that I have gained a wealth of information on the use of MUVE’s and digital gaming in the classroom. To some these concepts may seem far from educational, but to others these 21st century instructional technologies could lead to a much brighter future for our students. In the article written by Gee (2005), suggests that video games can transform education through the experiences and skills it produces. Students learn best when material is related to them in methods that they can relate to in their everyday life. This is why that after completing this course I have realize that it should not matter what method is used to educate students as long as the learning goals are successfully accomplished.
Recently, I was asked to devise a lesson on digital gaming. I feel more confident now than ever that this lesson will produce the outcomes that I want while engaging my entire class. In the article written by Deubel (2006), suggests that incorporating video gaming into the learning experiences has the main benefit of engaging students in their learning. By maximizing student engagement and activity in the classroom, teachers can produce a lesson that is not only stimulating, but also inspires them to learn more about the concepts and material learned. Digital natives learn best in a learning environment that they are accustomed to. Through implementing digital games, we can transform the classroom experience into a familiar daily activity that is viewed as fun and exciting.
Furthermore, when studying MUVE’s I realize the potential they could have to impact a student’s life. I feel that by integrating MUVE’s into our classroom we can touch upon the 4 change agents through various types of lessons. This is a low-cost lesson idea that allows the students to become engaged in an authentic topic that may not be able to be accessed any other way. What if the goal was to research one week as a person of a different race in second life without anyone else knowing? What about students that are slow to develop socially? An MUVE could provide them the freedom to connect and communicate with others from many different aspects. River Project allows users to participate in a town plagued by disease in the 19th century. We don’t have time-machines, but we can have our students participate in as authentic as possible scenario to get a better understanding of the material. These lessons will be fun for the students, but most importantly they will be low-cost authentic educational experiences that will give our students the 21st century skills necessary to survive.
Finally, the biggest impact this course has had on me is the realization of how cost efficient these technologies and other have in the classroom. One of the emerging technologies that I feel my school could benefit greatly from is the addition of netbook computers. In the article written by Descy (2009), suggests netbooks are small, lightweight, and low-priced computers that are the fastest growing segment of the PC market. These mini-computers provide students with ability to utilize the internet, a webcam, a microphone, and the majority of functions a laptop or desktop PC have without the burden of transporting around a cumbersome device. I strongly believe that these computers are the gateway to productive educational experiences that can save the district a lot of money.
References
Descy, D. (2009). Netbooks: Small but Powerful Friends. TechTrends, 53(2), 9.
Deubel, P. (2006). Game on. T.H.E. Journal, 33(6), 30–41.
Gee, J. P. (2005). Good video games and good learning. Phi Kappa Phi Forum, 85(2), 33–37.