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By the end of this session, the student will be able
to:
Define pedagogy, educational weblogs, educational
games, their educational basis and future.
*“Pedagogy” Definition:
A method or practice of teaching
*Definition: “A weblog is a website that allows an
author(s) to publish instantly to the
Internet”
*Educational Advantages of Weblogs in School:
 Engages students to think in words
 Promotes creative and critical thinking
 Promotes creative and intuitive thinking
 Increased access to quality information
 Supports reflection and social interaction
Easy to use
Easy to update
Access
Easy to integrate into other sites
Everyday People
Mobile
News Programs
Special Topics
Cost
Audio/Visual Supports
*“Connective Writing” Definition:
new form of writing that links people and sources
with one another
 builds on pre-existing knowledge
 Expands the classroom walls
 Support reflections
 Develops expertise on specific topics
 Teaches how new literacies function in the
information society
 *Review blogger background information
 *Check blogger reputation at:
Technorati.com
 *Reflect on blogger’s “personal agenda” or
intentions
 *Develop your own standards for blog
sources
 Describe or introduce yourself to learning
community
 Reflect on teaching and learning experiences
 Post prompts for writing
 Post responses to assignments
 Publish photos and comments on class activities
 Provide online readings for students
 Share ideas for teaching and student activities
 Communicate with parents and other teachers
 includes games which display only or which use
other methods, such as sound or vibration, as
their primary feedback device on computers
 *In common usage, a "computer game" or a "PC
game" refers to a game that is played on a
personal computer.
 a computer-controlled game where a video
display such as a monitor or television is the
primary feedback device.
 "Video game" (or "videogame") has evolved into
a catchall phrase that encompasses the
aforementioned along with any game made for
any other device, including, but not limited
to, mobile phones, PDAs, advanced
calculators, etc.
 There always must also be some sort of input
device, usually in the form of button/joystick
combinations, a keyboard and mouse/trackball
combination (computer games), or a controller
(console games), or a combination of any of the
above.
 *Usually there are rules and goals, but in more
open-ended games the player may be free to do
whatever they like within the confines of the
virtual universe.
 *Computer games provide more:
1. multimedia
2. Choices
3. motivation for user
4. time for use
5. access
 *video games are designed around a research-
supported theory of learning in cognitive
science, the science that studies human thinking
and learning and can engage deep learning.
 *specific types of knowledge and practice are
exchanged between the player and the game’s
characters.
 *to succeed, the player must learn constantly
from the game characters and use that
knowledge to master the situations in the game.
 instructional video games are long and complex.
 *require a basis in learning theory in order to
keep players engaged and making progress in a
way that will keep them involved.
 *to advance, players acquire what they need to
master the information and apply the knowledge
to demonstrate wisdom at the correct times
during the game.
 *this requires higher order thinking skills for the
users to demonstrate to win.
 Games have an important role to play in
learning, from childhood through adulthood.
 *One of the fastest growing populations of
gamers today is the “over 50″ group.
 The sociotechnical framework of computer
games provides a rich environment that can be
adapted to problem-based learning.
 *Games are becoming an acceptable learning
option for many educational institutions.
Webquests are an alternative type of instructional
games using the web to construct and process
the game.
coined the term and constructionBernie Dodge
of webquests.
“Some Thoughts About Webquests” by Bernie
Dodge at:
http://webquest.sdsu.edu/about_webquests.html
Webquest About Webquests:
http://webquest.sdsu.edu/webquestwebquest.html

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4 instructional-blogs_games

  • 1.
  • 2. By the end of this session, the student will be able to: Define pedagogy, educational weblogs, educational games, their educational basis and future. *“Pedagogy” Definition: A method or practice of teaching
  • 3. *Definition: “A weblog is a website that allows an author(s) to publish instantly to the Internet” *Educational Advantages of Weblogs in School:  Engages students to think in words  Promotes creative and critical thinking  Promotes creative and intuitive thinking  Increased access to quality information  Supports reflection and social interaction
  • 4. Easy to use Easy to update Access Easy to integrate into other sites Everyday People Mobile News Programs Special Topics Cost Audio/Visual Supports
  • 5. *“Connective Writing” Definition: new form of writing that links people and sources with one another  builds on pre-existing knowledge  Expands the classroom walls  Support reflections  Develops expertise on specific topics  Teaches how new literacies function in the information society
  • 6.  *Review blogger background information  *Check blogger reputation at: Technorati.com  *Reflect on blogger’s “personal agenda” or intentions  *Develop your own standards for blog sources
  • 7.  Describe or introduce yourself to learning community  Reflect on teaching and learning experiences  Post prompts for writing  Post responses to assignments  Publish photos and comments on class activities  Provide online readings for students  Share ideas for teaching and student activities  Communicate with parents and other teachers
  • 8.
  • 9.  includes games which display only or which use other methods, such as sound or vibration, as their primary feedback device on computers  *In common usage, a "computer game" or a "PC game" refers to a game that is played on a personal computer.
  • 10.  a computer-controlled game where a video display such as a monitor or television is the primary feedback device.  "Video game" (or "videogame") has evolved into a catchall phrase that encompasses the aforementioned along with any game made for any other device, including, but not limited to, mobile phones, PDAs, advanced calculators, etc.
  • 11.  There always must also be some sort of input device, usually in the form of button/joystick combinations, a keyboard and mouse/trackball combination (computer games), or a controller (console games), or a combination of any of the above.
  • 12.  *Usually there are rules and goals, but in more open-ended games the player may be free to do whatever they like within the confines of the virtual universe.  *Computer games provide more: 1. multimedia 2. Choices 3. motivation for user 4. time for use 5. access
  • 13.  *video games are designed around a research- supported theory of learning in cognitive science, the science that studies human thinking and learning and can engage deep learning.  *specific types of knowledge and practice are exchanged between the player and the game’s characters.  *to succeed, the player must learn constantly from the game characters and use that knowledge to master the situations in the game.
  • 14.  instructional video games are long and complex.  *require a basis in learning theory in order to keep players engaged and making progress in a way that will keep them involved.  *to advance, players acquire what they need to master the information and apply the knowledge to demonstrate wisdom at the correct times during the game.  *this requires higher order thinking skills for the users to demonstrate to win.
  • 15.  Games have an important role to play in learning, from childhood through adulthood.  *One of the fastest growing populations of gamers today is the “over 50″ group.  The sociotechnical framework of computer games provides a rich environment that can be adapted to problem-based learning.  *Games are becoming an acceptable learning option for many educational institutions.
  • 16. Webquests are an alternative type of instructional games using the web to construct and process the game. coined the term and constructionBernie Dodge of webquests. “Some Thoughts About Webquests” by Bernie Dodge at: http://webquest.sdsu.edu/about_webquests.html Webquest About Webquests: http://webquest.sdsu.edu/webquestwebquest.html