The first topic that interested me was the different types of problem-solving and inquiry-learning software. I know from previous chapters that problem-solving and inquiry-based learning is most effective. What I didn’t know was that there are a copious amount of problem-solving and inquiry-learning software available for educators to take advantage of. Among the most popular of these software is Microsoft Word and Excel. These are two powerful composing and calculating programs found on most computers today. Composing refers to writing, and calculating refers to mathematics. Since writing and mathematics are core parts of every school curriculum and every student is expected to gain increasing levels of proficiency in each area, these programs can be extremely beneficial tools for teaching and learning. Students need a lot of hands-on use of writing technologies as well as many opportunities to critically evaluate the kinds of writing on a computer. Digital writing covers writing for a website, communicating by email or text messaging, contributing to a blog or a wiki, or expressing ones ideas through another technology-based communication outlet. I have found, especially after being in this class, that this method is extremely effective. Writing a blog about content covered in class has really helped me grasp concepts like never before. I’ve always believed that if you can explain something effectively to someone else, then you are thoroughly knowledgeable in that subject. Writing about the content covered in class sort of forces you to learn and know the subject matter completely. This learning technique is one of my favorites and I believe it is one of the most effective. Software also enhances math learning. Spreadsheets, graphing calculators, and geometry visualization software are all programs that can be used to effectively teach and learn mathematics.
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The second topic that caught my attention was about visual-thinking and concept-mapping software. Visual thinking and concept mapping software lets teachers and students organize and outline their ideas visually on a computer. Many students, especially when put in a stressful situation, tend to go blank when staring at a piece of paper and trying to brainstorm. Teachers will usually urge students who feel blocked creatively to begin talking, writing, or drawing whatever comes to mind, without editing, as a way to stimulate their creative imagination. Online visual thinking and brainstorming software can be useful for all students. There is more ease and speed of working in visual images and typed text accompanied by computers. I, personally, have found that I can type much faster than I can write with pen and paper. We all know how fast ideas can come and go through your mind. When typing, I can easily toss out all the ideas that pass through my mind without having to take forever to write one idea and forget all the rest. Kidspiration, Inspiration, and InspireData all from Inspiration Software Inc., are three highly flexible visual thinking programs that can be utilized by both students and adults.
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The third concept is the one that interested me the most- using digital games for learning. Digital games for learning, also known as serious games, are computer and web-based games that have been designed with educational goals rather than entertainment goals in mind. Games tend to be active, challenging, and demanding in focus and concentration to solve problems in innovative ways, whereas school is often passive and uninspiring as students take in information and repeat it back on tests and papers. With all of the technology surrounding us today, students are more likely to tune out teachers who are lecturing or writing on white boards. When students play games, they experience five essential freedoms of learning- the freedom to fail, the freedom to experiment, the freedom to fashion identities, the freedom of effort, and the freedom of interpretation. By playing games, youngsters build new cognitive structures and ideas of substance. Two types of gaming include simulation games and virtual worlds. Both can be beneficial for student learning. When using games with students, we should always minimize the use of games that teach isolated skills, scrutinize games that function solely on points won or lost, discuss games and their content, and most importantly, play games together. I believe that using digital games in the classroom would be an extremely effective way to cultivate student interest and creativity while also promoting problem solving and inquiry based learning attitudes in students.
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Resources:
Loria, D. (2014, September 20). 15 Ways Video Games Make You Smarter And Healthier. Retrieved October 5, 2015, from http://www.businessinsider.com/video-game-health-benefits-2014-9?op=1
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Maloy, Robert, Verock-O’Loughlin,Ruth-Ellen, Edwards, Sharon A., and Woolf, Beverly Park (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education, Inc.