Tuesday, October 30, 2007

Journal 7: Designing with Technologies

Chapter 2 stresses the idea that the internet is multifaceted in many different ways, and has the capacity to convey information that would result in a meaningful way of learning. Moreover, when working on collaborative-problem and project-based activities like the ones we learned in class, it is interesting to see how much emphasis is placed on the way information searching acts as an interactive way of learning. The in class activities that we worked on this week were both interesting and creative. During the puzzle game that we had to solve through the various clues on Word, I found that it was very useful because it stimulated the students but at the same time allowed them to get a grasp of the writing program. Thus, such an exercise encompassed both strategic learning skills and some fun in between. Further, playing around with the LopArt accessories really allowed me to make use of my creativity. The colors, as well as the paint-brush functions were really neat to experiment with. Above all, however, the most interesting function of the LopArt accessories was the ‘movie’ function. When I pressed on the icon that showed a film scroll – I could visually retrace all my steps through this movie/playback function. This function on the LopArt program is actually very useful because it gives you the opportunity to go back and see exactly how you made something earlier in the artwork.

Answers to chapter questions

Chapter 2 questions
10. In today’s classroom it is not uncommon for many students to have excellent information literacy skills. In fact, students might be so well and able to use the internet that they might even have handhelds that come with features such as Bluetooth, GPS, a USB outlet or even wireless internet access. Thus, todays generation of students are more than literate in finding information on the interenet – however it is important to remember that the information they find might not always be accurate. Thus, as a teacher, it is important to teach students about good search engines, Wikis, and other academic sources of information in order to make sure that students are using their skills to find relevant and up to date material. Thus, being information literate encompasses a wide variety of skills that are important for proper research.
11. Before students engage in internet searches it is important for them to know what types of observations and examples they will be looking for. In order to make sure that students are aware of what is asked from them it is important to lay down the ground work by focussing on the elements needed for proper scientific inquiry and experimentation. A good way to get students comfortable with internet searches would be to try and use different web-quests that set them on their way. Chapter 2 mentions the program WISE as a web site that functions as a free online science learning environment for students 5 – 12. Such sites spread the seeds necessary for strong internet growth.

14. Many people think that the Internet is a recent innovation, when in fact it has really been around for over a quarter century. The early history of the Internet began as ARPAnet, a U.S. Department of Defense project of whose goal was to create a nationwide computer network that would continue to function even if destroyed in a nuclear war or natural disaster. Throughout the next two decades, the network that evolved was used mainly by academic institutions, scientists and the government for research and communications. The appeal of the Internet was obvious, as it helped such institutions to connect to each others' computing systems and databases, as well as share data via E-mail. The internet has changed the way we think about time and space altogether, the functions associated with network management, and commercial entities now offer the internet to almost anyone that has access to a computer. This change in focus marked the beginning of the Internet's astonishing expansion and its continues promulgation over many now obsolete technologies.

Chapter 3 questions
2. Inferences are a fact of life, there’s almost no way to get around them – either your INferencing or you’re OUT! Every day we must make calculated hypothesis of what is going on in our lives, and how we deal with information presented to us. Hypothesis testing is just one of the many ways we use our ability to inference on a regular basis. Inferences are also used to predict interactive physics, the outcome of medical examinations, and even the Law School Admissions Test is practically made up of just inference questions. Thus, the ability to inference information based on a small sample is extremely important.

4. Chapter 3 discusses at length the idea of the term microworld and its relevance in the way we use hypothesis’s to justify and make sense of the social world around us. Moreover, programs such as Logo provide users with a simple set of commands to get them comfortable using a computer program language, as well as learning to manipulate the commands and operations. Thus, in using the program Logo students can test their inferences by trying to create simple commands in order to construct objects on the screen. A good example of inference work within the program logo is that the language might teach you how to make a command for a specific shape or letter, however it will not show you how to make every single shape or every single letter. Thus, students must infer from their previous work whether or not the language command will actually work. Lastly, even if students have trouble learning through inference, this program and others like it enable learners to represent their own way of thinking through exploration and experimentation of the different microworld software.

8. Simulations are not always the easiest entities to learn, especially when students are asked to use a new program that they have never seen before. However, chapter 3 expresses the simplicity in the program SimCalc, which uses a math oriented set-up to teach students the significance of animated worlds, and dynamic graphics. By experimenting with different shapes, sizes and patterns, students come to learn the basic calculating ideas that are necessary to understand the basics of math. Furthermore, because the most commonly available educational simulations are those that can be found under Laboratory simulations – I think I would also use this program to teach basic physics and biology. However, the most captivating of the sim-technology is certainly and without a doubt SimCity, the popular urban simulation game that lets you explore many different ages and histories in the comfort of your own classroom. Through these fun and interactive game-like simulations, students really get into how far they can succeed in this simulated world. Little do they realize the important technological and learning skills that they are acquiring – it’s just that fun!

10. Erik Erikson coined the word ‘identity crises’ as a way to explain the subsequent shifts of mind and body that people consequently develop and redevelop as they grow up. Surely the novel idea of taking on many different simulated identities lies at the crux of any such development. Role playing means figuring out your place in the real world just as much as it means figuring out your place in cyber-space. Thus, such simulations allow students to actively engage each other and their interests in a fun and stress free environment. Playing on the computer allows for different avenues of self-discovery and engages in active critical learning at the same time.

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