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Technology Tools in Teaching

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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...

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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 determine such benefits. The authors defined the term 'games' in a way that is useful in expressing the essence of the problem. 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 technology in their research. They eventually concluded that "Computer games play an integral part in children's lives. According to one study, 17% of 2-7-year-olds and 37% of 8-13-year-olds play computer games on any given day in the United States.

However, some media studies suggest that children's extended computer use may have negative effects on their physical development." This was not the case here, as the authors were highly supportive of integrating computer games into the 2nd grade classroom. Black (2010) presents the most cogent and applicable information contained on the subject in his research. He premised his argument on the fact that classrooms are inherently boring and cause a sense of disillusionment and disconnectedness.

He demonstrated how video games can serve to help with the cognitive perceptions that are included within the learning process. "Used in ways guided by this theoretical framework, video game playing together with more formal learning, interactive graphic computer simulations involving movement and animation (and force feedback), video game programming and robot programming can be used to increase student learning and understanding." Limitations Research on these matters is clear in many ways. The method of teaching is just, if not more important than the actual subject itself.

The incorporation of video games in teaching is merely and artistic statement that is approaching the challenges of learning from a different angle. Regardless of what technology is used, the teacher who is using it, must be able to do so in a competent manner, otherwise the tool is severely limited in its ability to help and deliver results that can be expressed in a positive manner. Discussion My personal experience dictates that technology, game-based teaching methods can be very helpful when used in the right context.

Having experience with 2nd graders, the.

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