Monday, December 2, 2013

Chapter 8; Collins and Halverson

This chapter talks about how schools or the education world in general can cope with technology in the classroom.  It gives us a couple ideas to start with, but the most interesting part of the chapter concerned using and implementing new curriculum designs.  It gives us a basic understanding of how the technology develops while the students develop.  I found the implementation of games most interesting.  Games can help us succeed in subjects that have been lacking over the years.  Things that once seemed boring to students, like history - come to life in the form of educational gaming.  Technology also helps us manage the schools, classrooms and curriculum much better.  Things are more organized, collaborative and user friendly in the digital classroom.

Reference:

Collins, A., & Halverson, R. (2009). Rethinking education in the age of technology: The digital revolution and schooling in America. New York, NY: Teachers College Press.

1 comment:

  1. Good summary of the chapter. Students are already highly involved in different games why not implement them to make the learning more meaningful and fun. I think students would retain more of the information if they were taught in a way that they understood and could relate too.

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