The first technology that I would choose is the use of rich media in the classroom. This is the use of video, animated clips, and audio to enhance a classroom lesson. The students we teach today are generally much more sheltered in their home lives than were previous generations. Due to the influx of constant news that reflects the negative occurrences in the world, many parents do not want their children experiencing the outside world at an early age, or at all in some cases. Using rich media in the classroom allows for children to be visually involved in situations to which they normally would not be exposed. For example, when discussing historical situations, a teacher may have the students view a reenactment of the circumstances and have the students discuss the feelings and emotions that were likely being felt by the participants at that time in history. This is a deep thinking application that can really get students engaged with that time period in order to understand the motives and reactions of those involved. As well, since across the world field trips are not a possibility for the majority of schools, teachers can present students with video clips of places and events that the students will likely never be able to experience on their own.
Rich media certainly enhances accessibility and accommodates diverse learning needs. Students who normally would not be able to travel other places in order to experience various situations can gain that accessibility through the use of rich media in the classroom and become exposed to new ideas and perceptions. Designing lessons using rich media does not take much guidance aside from preparing thematic lessons and performing thorough internet searches for quality material to be used. Team meetings and collaboration with other content teachers can help with locating material that can enhance lessons and eventually broaden student perspectives.
Digital games or simulations is also a technology that I feel can be effectively implemented in various content classrooms. With many of our students being game oriented, whether it be through their game consoles at home or on their phones that they carry everywhere, they can easily pick up on the concept of games that can be embedded into class content lessons. This is usually a quick and easy way to garner engagement and lead into more in depth games or other activities within a lesson. Kids learn a great deal when they are at play. Based on the ideas of David Elkind (2007), love, work, and play are the three main aspects of a person’s life. According to the text, “one must balance the demands and goals of each of these three elements in ways that change throughout life.”(Reiser, Dempsey 2012). Therefore, when students are playing, even in the classroom, they are fulfilling one of the necessities that helps their mind learn and cope with the demands of their lives and the world around them.
Using simulations and games in the classroom can definitely meet diverse learning needs in that games usually allow players to play at their level and progress at their pace. Some guidance for teachers would likely be needed so as to familiarize teachers to certain game rules and customize the simulations to classroom content. Preparation time and practice should be factored into lesson planning, especially in regards to differentiation for Sped and ELL learners.
Learning through virtual worlds is a more tricky area to cover in a classroom due to the need for more computer hardware and software than other types of technologies. However, the same idea of exposing children to “real-world” type situations is the key within virtual worlds; getting kids to think as though they are making problem solving decisions being the main objective. Virtual worlds can often include play and can be merged with games to enhance the learning experience. The most common type of virtual world would be in the video game world where players can place virtual glasses of some sort over their eyes and become immersed into whatever virtual world is presented. An example in the science classroom could be where, through the use of a specifically created software, students are virtually placed into the human body and they can compete against others to locate and identify certain anatomical elements. Another use could be placing students into virtually created simulations of the historical events taught in a history class. So many possibilities can be brought into play, but of course, only time and money can bring the concepts to fruition. Hopefully, one day, students can learn in a simulated “hands-on” world that can complement and support the critical thinking that should be occurring in classrooms.
Virtual worlds most definitely enhance accessibility for students in that the definition of virtual world would be to essentially access new areas that cannot be actually accessed in real life. Students can become immersed into places that will likely never be accessible to them. Guidance is very necessary within the concept of virtual worlds due to the technical nature of virtual simulations. Training and preparation would need to be given in order for the use of virtual worlds in a classroom to be implemented effectively.
In comparison to traditional teaching, learning facilitation is supported more so through the use of these visual learning devices mainly because the kids we are teaching are brought up on visual elements at home. Many parents rely heavily on visual entertainment and play devices so when students come into the classroom, they are conditioned to react stronger to visual connected teaching and learning. Teachers need to take into account that visual learning can be just as effective as the old school ways of reading texts and speaking information.