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Substantial Blog Post 2 Kyra

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CLN647’s week 6 to 11 has introduced varying new technologies that have the potential to revolutionize the education system. With this in mind it is imperative that we as the future teacher-librarians consider the possible implications of such technology. In the following blog post the technologies of mobile devices and gaming will be discussed and linked to possible difficulties with using said technology.

In my previous blog post about mobile devices, it was outlined by Cook (2011) that mobile media is the new frontier for education. This frontier has already been explored by students of today and it is a must for classrooms to start using such devices to not only enhance learning but to also produce it. As Cook (2011) stated these devices are not simply add-ons to current computing systems but are the next evolution in cultural resources. The possible use of the mobile devices were using the mobile device to keep audio blogs, having text discussions around assignments and classroom topics, using the features of the mobile like the camera or internet and even using the GPS features. All of these features could enhance simple lessons in the classroom or as the case for Cook (2011) enhance a tour of a street. More importantly though is the opportunity for students to create using the devices which links into web 2.0 technology and the skills needed to be a 21st century learner.

Even though there is fantastic opportunities for this technology the education system would need to seriously consider how they would actually get the mobile devices for students. As Cook (2011) had suggested that mobile devices would be an extension of the students itself, it would be imperative that all students have such a device on hand. But would this raise the issue of cost and also could the students use any mobile or is there a specific handset required to meet the student and curriculum needs. If the handset required was a Smartphone which a basic model is currently on the market for $79, would the school itself be able to supply this or would the students? Adding to this what mobile software would the education system go with: android, apple or even windows?

The issue of cost is also related to gaming by learning where Williamson (2009) points out that this is one of the main reasons for angst in the education system. Even with this issue the overall opportunities of game related learning far outweighs this. Students playing games often have informal learning experiences which allow them to establish and enhance skills. An example of this was seen by the game Civilization which required students to use mathematical skills to be able to help their civilization prosper. As Williamson (2009) explained there are a multitude of gaming platforms such as the Nintendo DS, desktop PC’s and the internet. Using games to learn is linking into students of today interests and school pastimes. As stated by Williamson (2009), “games provide a ‘window’ into young people’s lives, experiences and social practices outside school, and should be considered as worthy of consideration in the classroom.”

 

Furthermore to the game learning topic is the issue of deviant behavior related to gaming. Often when game learning is discussed the concern turns to how will this game influence the child and will in turn the child misbehave. This as Williamson (2009) points out is a result of the media shaping the perception of gaming to be one of negativity. Williamson (2009) went on to state that even though this negativity is not always warranted there is still a need to be cautious due to the lack of research of game-based learning. With this in mind the education system would need to ensure that the games used are of a suitable rating for school aged students and that the skills students are acquiring are socially acceptable.

 

Overall both technologies have the potential to revolutionize the way students are taught there first must be serious consideration taken by the education system. This consideration must encompass the legal, ethical and cost issues that will either make or break the game-based learning and mobile device technology. Without stringent rules and regulations such technology may be used incorrectly such as a way to bully fellow students, students not being able to afford such devices and using devices as add-ons. To have this technology in the education system would allow students to connect with learning in a whole new way but there are many hurdles to overcome to see this used in the education system.

 

References:

 

Cook, J., Pachler, N. & Bachmair, B.. (2011). Ubiquitous mobility with mobile phones: A cultural ecology for mobile learning. E-Learning and Digital Media, 8 (3), 181-195.

Williamson, Ben (2009). Computer games, schools and young people: a report for educators on using games for learning. Futurelab, UK. http://archive.futurelab.org.uk/resources/documents/project_reports/becta/Games_and_Learning_educators_report.pdf

Wiliamson, Ben (2009). Games and learning. Benefits and challenges of using computer games in the classroom.  Futurelab UK (podcast 14 mins) http://media.futurelab.org.uk/podcasts/becta_talks/games/


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