Tuesday, April 24, 2007

Sony Wonder Technology Visit


After reflecting on the Sony Wonder Technology Lab the technologies that might best support learning would be engaging, real world, content specific, and reflective. I am choosing not to list any particular product at this point because I don't think that the absolute technology exists that will meet the needs of students and teachers in terms of what each group is looking for. Technology must be engaging to ensure that students want to use it. Games would be the ideal here; however, games would not meet the teachers desire for content specific. Technology to support classroom learning must be content specific in order to achieve goals laid out by curriculum requirements. The technology must be real world in order to develop 21st century skills that employers desire in the workplace. Finally the technology must allow for reflection in order to create a connection to the aim of the lesson. (NOTE:When posed the question what technology might best support learning I am not looking at adaptive technologies I am referring to an activity that might be used in the class.)

2 comments:

Roe said...

Even though you left me Mike (hahaha) I decided to still comment on your post. I also thought the museum was great. The games were awesome but most do not relate to content covered in a classroom (at least 2nd grade). The technologies covered various subject areas abd really put children in the driver's seat when they're playing. The children (and some adults) were totally engaged and I think that is what we aim for in any subject area and luckliy technology helps teachers do that.

BC said...

I think you are right that current games and simulations do not focus on content. There are some games that are complex and provide our brains a work out. Check out this Steven Johnson interview - Steven Johnson: Grand Theft Auto Is Good for You(http://www.npr.org/templates/story/story.php?storyId=4762320)