Computers and Education
"Integrating video-capture virtual reality technology into a physically interactive
learning environment for English learning"
Jie Chi Yang a,*, Chih Hung Chen b, Ming Chang Jeng b
The program used in this study was the Physically Interactive Learning Environment (PILE) for English learning. In this study the technology used was called a Video-capture VR. The purpose of the program is to help elementary students learn English. This study was done with 60 second graders in Taiwan meaning that they are learning English as a second language. This program allows students to interact with what they are learning and be physically active with it. The study compared 30 second grade students who used the Video-capture VR to learn English and in the other class of 30 the teacher used PowerPoint presentation. The study found that the students were a lot more engaged in the Video-capture VR and retained more of what they learned than the students whose teacher used PowerPoint. Although this is a small study, it shows that it is better for students to learn interactively. The article was a little vague about how the program works (to me it seemed similar to the video game console “Kinect” and a SMARTBoard, but I am not completely sure). Also, in the United States it would not be appropriate to use the “plastic pistol” with the board like they do in the study. It is important to have students be engaged in the material and if this is a way that will be successful then I need to implement it into my future classroom. I can use the interactive boards and other systems that become available when I am teaching.
Teacher NETS
1. Facilitate and Inspire Student Learning and Creativity
Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers:This standard is important to me because it is about encouraging students to use creativity while using technology. This means that I need to provide examples for my students that will promote positive use of technology while allowing the students to express themselves creativily. Three ways I can use this standard this semester are 1. by implementing it into my final project, 2. trying different kinds of technology that I wouldn't normally use, and 3. finding other kinds of technology that would promote creativity.
a. promote, support, and model creative and innovative thinking and inventiveness. b. engage students in exploring real-world issues and solving authentic problems using digital tools and resources. c. promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. d. model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments.
No comments:
Post a Comment