Expert Perspectives


OMG: Engaging Students on Their Own Terms

Technology Director Anthony A. Luscre of Mogadore Local Schools challenges educators to use students' mobile devices to provide technology-rich, highly engaging, and fun learning experiences that reflect real-world skills.

Getting Started with Videogame Development

In the first segment in this series, we covered the pedagogy behind student videogame development.  We addressed how learning as doing, collaborative & peer learning, tutoring, ownership, and publication are critical components to game development.  We also addressed benefits of videogame making, including content area knowledge acquisition, students as producers of information, and the potential of game-making for encouraging STEM-related careers for women and minorities. 

Science Labs: Virtual Versus Simulated

Over the last decade or so, numerous articles have appeared that conflate the ideas of a virtual science lab and a simulated science lab. For example, the College Board, in its guidelines, says, "A virtual lab is an interactive experience during which students observe and manipulate computer-generated objects, data, or phenomena in order to fulfill the learning objectives of a laboratory experience."

Why Are We Still Using PowerPoint?

Sometimes I wonder if we (educators) will ever really use technology for what it should be used for. Yes, I know there are great examples of schools and teachers doing wonderful things. But I contend that when we take a broad view of how technology is being used, we see a lot of PowerPoint and electronic textbooks. Ouch!

Second Life: Do You Need One? (Part 1)

Second Life appears to be the biggest online community to hit the Internet in recent times. It's a 3D digital world, imagined, created, and owned by its residents, which number more than 7 million from more than 100 countries at the time of this writing. It's not a site that most K-12 educators would consider using, as Second Life requires residents in its main grid to be at least 18. A number of businesses, universities, libraries, museums, and a few educational organizations that cater to K-12 have joined Second Life, and at least one middle school, Suffern Middle School (NY). As a newbie, I wondered what the excitement is all about and decided to explore. What I found was that reading about Second Life and actually experiencing it are a world apart.

21st Century Teaching and Learning: Assessing New Knowledge

As technology continues to change and affect how students think and process information, instructors must realize that there is an opportunity now to capture and assess in ways not formerly possible. Research continues to enforce the importance of learning as a process, student engagement, and learning outcomes in the process of learning. Technology does not change this reality, but it can provide new ways to evaluate learning.

All That for a Football Game?

A bumper sticker I often saw in the 1960s proclaimed, “It will be a great day when our schools get all the money they need and the Air Force has to hold a bake sale to buy a bomber.” I always thought the sentiment was naive and unrealistic. Yet recently...

Interactive Whiteboards: Truths and Consequences

What do we know about interactive whiteboards? For some, they're indispensable teaching tools. For others, they're just IT waste. Either way, the research isn't really there yet to tell us whether they've resulted in any kind of academic gain for students in the years they've been in use in classrooms. Education consultant Patricia Deubel breaks down the issues and looks for some interim answers.

Mobile Devices: Facing Challenges and Opportunities for Learning

The issue of mobile devices two pronged: that of administrators charged with overall school safety of our children and that of the educators who desire some degree of academic freedom to wisely select whatever it takes to prepare every student in their charge with 21st century skills within a safe environment. Which side do we take? Can we make both sides happy? What are potential challenges and opportunities for learning via mobile devices? It's time to explore.

A Taste of Web 2.0

In the initial launch of Collaboration 2.0, Dave Nagel (2008) reported that during 2008 educators can look for "a continued trend toward more and more hosted, mashed-up, collaborative tools in education, from assessment platforms to collaborative learning tools (such as blogs and wikis) to online delivery of audio and video to full-blown productivity tools, such as Google Apps for Education and others" (p. 2). Everything on the Web sounds good.

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