First, the quality of the application must be examined by those who plan to use it.
This also ties in with another variable, the effort that a teacher is willing
to commit to incorporating an application in their classroom. Teachers must be
willing to learn the program they are planning to use in depth, before they can
successfully integrate it in their classroom. Sometimes these applications can
become a crutch because a teacher sees something they think might be fun to
use, but they don’t do enough research themselves. This can result in a couple of
problems. Primarily, the quality of the application, and its usefulness might
not be as good as intended or believed. Second, if a teacher doesn’t research
the software enough they may not be able to answer any questions their students
have, which halts learning and turns what could have been a productive lesson
into an hour of fiddling around.
Additionally,
teachers must implement the application into their classroom in a manor that supports
and fosters learning, rather than using it simply to fill an hour. This isn’t
to say that using technology for an entire hour isn’t a good thing, but if a
teacher just does this for the sake of killing a class period, then the lesson
is a waste. The key component is finding ways to tie it into relevant curriculum.
For instance, there is a game on Desmos in which students must plot two points
that form a line, in a way that allows a set of balls to travel through a
course and eventually reach a hole. This game could certainly take up an entire
hour but at some point, it becomes repetitive and depending on how it is
integrated, it might not be entirely useful. To maximize its effectiveness,
consider the case of using it as a supplementary tool in an introduction to Algebra
I classroom. In this particular case, the students might have just finished
working with plotting points to form a line or creating a slope. If a teacher
were to have students play this game after a lesson involving something like
that, the learning becomes more enhanced and students benefit for a few
reasons. The first is that students get to explore hands on, how their plotting
of points to form a line manipulates objects. In other words, they get a hands-on
experience of a real application to material they just learned. Activities like
these also involve critical thinking, which is an incredibly useful thing for
students to learn and practice. Lastly, it makes learning fun, which is
something that can be taken for granted in a math classroom. This might be one
of the most important aspects, because when something is fun, or relevant it
becomes a great incentive to learn or practice more.
The success
of integrating games and software in a classroom is dependent on several
variables. The most important variable however, is the teacher. A teacher’s
willingness to research and practice with an application, find a way to incorporate
it in their classroom that enhances learning rather than distracts from it, and
make learning fun and applicable is the primary determinant of whether an activity
can be beneficial or detrimental. So, is the use of interactive software and
games a useful tool or is it a dangerous crutch?
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