Friday, March 22, 2019
Early Computer Education for Students :: Computer technology student teacher
Introduction With the increasing need for technology proficient students, educational computation needs to start at an early age. Computing should be winding in each level of education from K-12 to higher education. This essay result cover the issues, challenges, and conclusions of computing education methods in different educational levels, profits in education, using edutainment within curriculum, and teaching information literacy.Background writings Learning can be described as a put to work of interaction of student-to-professor, student-to-student, student-to-material, and student-to-expert/practitioner. Traditionally, a students development is limited to class lectures, face-to-face discussions, delegacy visits, quizzes, and tests (Wang, 2007, p280). Wang states that student learning tonicity can be improved by increasing these basic interactions. concord to Wang, the Internet can improve the quality of these interactions when integrated into the classroo m setting. The Internet improves the interaction of student-to-professor, student-to-student,student-to-material, and student-to-expert/practitioner (Wang, 2007, p 281). According to Wang, traditional classroom learning has extreme limitations. Most information is administer in lecture, especially in a college setting, and assessed with a test. Students pee very(prenominal) little time to reflect and to express their thoughts and feelings about what is taking place. They have very little time to communicate to the professor what they be learning or having difficulty learning after each class session. oft students misconceive what they read and what they hear in a lecture setting. These misconceptions are carried through into an examination and are seldom resolved (Wang, 2007, p 281). bloody shame Green and Mary Nell McNeese believe that video games are an untapped vision in education. They refer to games that could be educational as edutainment. The main purpose of edutainment is to promote student learning through exploration, interactivity, trial and error, and repetition in such a way that students get so lost in the fun, that they dont realize they are learning at the same time. By playing digital games, students exercise various skills such as strategizing, and problem solving to conquer the enemy, save the princess, or find the cabalistic treasure (Green, 2007, p 6).
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