Videogames or homework? Why not both

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Despite the growth of technology in our daily lives, the integration of digital technologies into education has been slower than anticipated. There seem to be a number of factors at work here, including problems with access to technology and the time and support needed to use technology successfully in the classroom. By Amber McLeod and Jo Blannin.

Teachers may also lack confidence in choosing and using technology or believe technology will not improve learning. Australia’s national museum for screen culture, ACMI, has released an online digital learning lesson bank to address these challenges. This is part of ACMI’s school program and resources database. Game Lessons offers digital games as lessons – 25 lesson plans comprising 75 digital lessons. These are created by expert teachers and include areas such as the arts, humanities, sciences, literacy and capabilities such as ethics.

Digital games such as Maths Rescue and Carmen Sandiego have been used in education for as long as computers have been available in classrooms. Playing fun games that interest and motivate students is a key aspect of digital-based learning. Games, however, include other educationally useful features. Follow the link to the full article learn more about these fatures. Great read!

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