Sunday, February 10, 2019
Early Computer Education for Students :: Computer technology student teacher
Introduction With the increase need for technology proficient scholars, educational cipher needs to take off at an early age. Computing should be involved in each(prenominal) level of education from K-12 to higher education. This essay will cover the issues, challenges, and conclusions of computing education methods in different educational levels, internet in education, use edutainment within curriculum, and teaching information literacy.Background Literature Learning slew be described as a process of interaction of student-to-professor, student-to-student, student-to-material, and student-to-expert/practitioner. Traditionally, a students learn is limited to class lectures, face-to-face discussions, office visits, quizzes, and tests (Wang, 2007, p280). Wang states that student learning quality can be improved by increasing these elemental interactions. According to Wang, the Internet can improve the quality of these interactions when integrated into the school room setting. The Internet improves the interaction of student-to-professor, student-to-student,student-to-material, and student-to-expert/practitioner (Wang, 2007, p 281). According to Wang, traditional schoolroom learning has extreme limitations. Most information is dispensed in lecture, in particular in a college setting, and assessed with a test. Students have very smaller clock time to reflect and to express their thoughts and feelings about what is taking place. They have very little time to communicate to the professor what they are learning or having obstacle learning after each class session. Often students misconceive what they contain and what they hear in a lecture setting. These misconceptions are carried through into an mental testing and are seldom resolved (Wang, 2007, p 281). bloody shame Green and Mary Nell McNeese believe that video games are an untapped resource in education. Th ey match to games that could be educational as edutainment. The main purpose of edutainment is to promote student learning through exploration, interactivity, trial and error, and repetition in such a way that students get so lost in the fun, that they dont realize they are learning at the same time. By performing digital games, students exercise various skills such as strategizing, and problem understand to conquer the enemy, save the princess, or find the hidden treasure (Green, 2007, p 6).
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