Tuesday, July 5, 2016

New Directions & Current Issues

1. Section VIII addresses new directions and emerging technologies for IDT. Select three of the following and reflect on how you might apply them in your current or future position in the IDT field:
  • distributed or e-learning environments 
  • reusable design or learning objects 
  • networks or Web 2.0 technologies 
  • rich media 
  • digital games or simulations 
  • virtual worlds 
There are several new directions and emerging technologies for IDT. As I look over the endless possibilities, the three areas that stick out to me are distributed or e-learning environments, digital games and simulations, and virtual worlds. E-learning is learning involving technology in any way whatsoever. Learners may interact with each other, with learning systems, or both. When I think of e-learning I think of the systems we use for learning through technology. This class is an example of e-learning. The information and platform of how content is provided to the learner gives you an idea of e-learning. The IDT must be well verse in creating learning platforms for learners to be exposed to the content of the course in which they are participating in. The e-learning environment is one that is forever growing. I can remember the systems we used in undergraduate classes for online courses and I see where we are now with graduate courses some 10 years later and they don't compare in anyway. I can use e-learning to help students master learning outcomes. I can use platforms such as google classroom and blogs to helps students interact with each other and interact with the learning system. Digital games or simulations are also another sector in which new directions and emerging technologies are being developed everyday. I have found that games are a great way to enhance my lessons. Although they are great, they can be a bit time consuming to create on your own, purchasing them commercially can be really expensive, and sometimes educators simply don't know the best way to integrate them into the lesson. These constraints have made it even more important for research to be done so that they can be used more effectively in the classroom. The game must be fun to play while also being a learning tool for the students. One big topic I cover in classroom guidance lessons is problem solving. It is done through conflict resolution. Therefore many of the games we play require students to problem solve through scenarios and group activities. It's always a fine line through making sure the game is fun but also making sure they understand the point of the lesson. I can always tell when a game has done both and when it is definitely lacking one. IDT designers have to be mindful of these two main things. Making sure it is fun and educational. Virtual worlds is another component that is great to use in learning. Virtual worlds are characterized by 3-D virtual environments that resemble the real world. One thing that I used that was a virtual world was during my career unit. We used PawLand Jobs. This was a virtual world where students were able to explore jobs in the real world. Each of the world showed them what the job looks like. They were able to learn important information about the job as well. The one thing I loved the most was the aspect of being able to understand earning wages and using those wages to pay bills and other fees they had for the month. This helped them understand how to budget also. It was great to see because the simulations appeared to be real world. They would able to see the job being done in real life and the characters looked like real people. I would continue to try to find other virtual worlds that give students real world connections. This is very important when learning. Students often learn better when they can see how it relates to the real world around them.

What learning goals or objectives could the technologies you selected help learners foster? Could the technology facilitate attainment of that learning goal better than traditional instruction? Why or why not?
The technologies I spoke about could help our students learn better. The technology enhances the lessons being taught. I believe that technology could facilitate attainment of the learning goal better than traditional instruction. I think the technology could help reach some students who are not necessarily prone to learning the traditional way. Our culture of students have changed and we have to try to reach them all. Traditional instruction works and has proven itself to be successful depending on the audience. I believe a mix of traditional and technology infused learning can both be beneficial to the learner.