Dream IT: A Technology Based Grant Proposal for Transformative Learning
Part V: CONNECTION TO KEY ISSUES IN EDUCATIONAL TECHNOLOGY
The use of a sophisticated computer simulation to help students gain understanding of the Civil War and executive functioning skills will address key topics in educational technology. One such topic is the use of technology to increase creativity and critical thinking. Development of critical thinking skills is important during the middle school years because it is during this time that students begin to bridge from a basic understanding on a concrete level to a deeper understanding on a more abstract level.
Using this type of technology to address the problem that students have a difficult time understanding the progression of events during the Civil War also considers the key topic of Universal Design for Learning (UDL). The different levels of the simulation can help address the needs of diverse learners through providing opportunities for different types of representation and action/expression. If students are working collaboratively, this can also help set the foundation for addressing the needs of diverse learners. It’s important that this proposal consider UDL because of the diverse nature of students it addresses in this particular context. The engagement piece of UDL is addressed through the type of technology used. The simulation increases authenticity, fosters collaboration, and provides options for self-regulation including reflection, motivation, and coping skills/strategies. It is through the use of UDL that this simulation will help students improve their own executive functioning skills while more deeply understanding how events in the Civil War transpired.
A third key topic that this proposal addresses is the role of video games in student learning. It is possible that student motivation would increase due to the “video game” like nature of the simulation. According to one research study conducted through New York University, student motivation may increase with the use of educational games, but it might be dependent on the way the game is played. While the issue of games in the classroom continues to be a debated topic, there does seem to be an indication that there is potential value in this use of technology if designed well.
Without considering key issues in educational technology, an important opportunity is missed in the integration of technology into the classroom. It is through these issues that the entire proposal carries weight because everything else, including TPACK, flows from understanding issues in educational technology and student learning.
Using this type of technology to address the problem that students have a difficult time understanding the progression of events during the Civil War also considers the key topic of Universal Design for Learning (UDL). The different levels of the simulation can help address the needs of diverse learners through providing opportunities for different types of representation and action/expression. If students are working collaboratively, this can also help set the foundation for addressing the needs of diverse learners. It’s important that this proposal consider UDL because of the diverse nature of students it addresses in this particular context. The engagement piece of UDL is addressed through the type of technology used. The simulation increases authenticity, fosters collaboration, and provides options for self-regulation including reflection, motivation, and coping skills/strategies. It is through the use of UDL that this simulation will help students improve their own executive functioning skills while more deeply understanding how events in the Civil War transpired.
A third key topic that this proposal addresses is the role of video games in student learning. It is possible that student motivation would increase due to the “video game” like nature of the simulation. According to one research study conducted through New York University, student motivation may increase with the use of educational games, but it might be dependent on the way the game is played. While the issue of games in the classroom continues to be a debated topic, there does seem to be an indication that there is potential value in this use of technology if designed well.
Without considering key issues in educational technology, an important opportunity is missed in the integration of technology into the classroom. It is through these issues that the entire proposal carries weight because everything else, including TPACK, flows from understanding issues in educational technology and student learning.