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Technology Tools In Teaching Term Paper

Learning Games for the Future The impact of technology on the education system has not been fully explored in many ways. Teachers and students alike are discovering new ways in which technology may be incorporated within the day and find approaches that utilize technology to its greatest advantage. Combining technology with the sense or need for play and games is at the heart of this problem. It is essential for researchers to have a strong grasp of the opportunities that exist. This research topic will specifically examine the role of games and technology as they relate to 2nd grade education modalities and approaches. This essay will review literature discussing this topic and provide some strengths and weaknesses of those arguments and how the research itself was conducted.

Summary of Findings

Shin et al. (2006) used their research efforts to investigate the effects of handheld gaming on student learning within the subject of Mathematics. This research utilized 50 2nd grade students from three classrooms using a Skills Arena software program or paper-based flash cards. The study was premised on the idea that handheld devices in K-12 environments have the potential to improve learning and teaching in some fashion. The researchers designed a study to...

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They wrote "the results of handheld game studies proved that games on handheld devices are easy to use and allow learners to focus on activities because of the small size of the handheld (Zurita, Nussbaum, & Sanchez, 1999). However, there are very few studies about the use of handheld games in classroom settings. Empirical evidence regarding educational handheld games in classrooms is insufficient to support favorable effects of handheld games on learning (Dempsey et al., 2002). Hence, comprehensive empirical studies are needed to support the idea that handheld gaming can potentially have a substantial impact on teaching and learning." Eventually this research eventually concluded that the study revealed that the students who used the handheld-based math game outperformed those who did not use it at all. And those students who played the game more than 4 times a week outperformed those who used it only 2 times a week.
Games with a visual element can also be helpful in 2nd graders learning abilities when regarded through technology. Hoysniemi & Turkki (2004) examined 1st and 2nd graders performance through computer gaming…

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References

Black, J.B. (2010). An embodied/grounded cognition perspective on educational technology. In New Science of Learning (pp. 45-52). Springer New York.

Hoysniemi, J., Hamalainen, P., & Turkki, L. (2004, June). Wizard of Oz prototyping of computer vision based action games for children. In Proceedings of the 2004 conference on Interaction design and children: building a community (pp. 27-34). ACM.

Shin, N., Norris, C., & Soloway, E. (2006, June). Effects of handheld games on students learning in mathematics. In Proceedings of the 7th international conference on Learning sciences (pp. 702-708). International Society of the Learning Sciences.
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