Gist , N. (2009). Language Arts - The Simple Compound Game. Retrieved on June, 2010 from http://www.teachertube.com/viewVideo.php?video_id=141769&title=Language_Arts___The_Simple_Compound_Game
¨DGBL FOR LANGUAGE LEARNING¨
When I listen to the word game, the first idea that comes to my mind is to have fun. Generally, games are loved for everyone, because as stated by Oblinger (2006) games engage people and capture our attention. Hence, games in the language learning context must be focused on what the learners enjoy doing with what they need to know (Prensky, 2009); however, teachers must bear in mind what his/ her students learning styles are and think about in general about the target population, given that not all students learn to the same pace. Now, when we refer to games using specific software it is time consuming for teachers when seeking for good products, since great learning games ¨are limited¨ (Prensky, 2009, p.95) given that some games are not designed to be educational, therefore, we need to think about the usefulness and quality of the game and why it does accomplish the class ´expectations.
Nowadays, with the new emerging technologies, people are attracted with amazing games the web offers, what might be an advantage for foreigner players because they might need to learn or identify key vocabulary to be able to play, but games might be also negative because they may become addictive and might not ¨teach¨ people meaningfully . Then, bearing in mind the negative aspects the games can bring, teachers might be thinking of creating their owns, however it is not an easy task because as stated by Prensky (2009) we need to think as a player, designer and seller, what might take too much time and money if one is not an expert.
To conclude, it is important teacher try to figure out the language of games in order to meet well the expectative from the audience; I might say most of us need to be trained to choose and design games because not all of them are effective and educative; besides, it is also important to be clear on what we want students learn and how we want they gain new knowledge since this would be one of the purpose of the games.
References
Prensky, M. (2009). Digital Game- Based Learning. Paragon house.
Oblinger, D. (2006). Games and Learning: Digital games have the potential to bring play back to the learning experience. Educause. Retrieved on June, 2010 from http://www.educause.edu/EDUCAUSE+Quarterly/EDUCAUSEQuarterlyMagazineVolum/GamesandLearning/157406
¨COPING WITH EMERGING TECHNOLOGIES¨
Future Emerging Technologies : Presence from Crickro RC on Vimeo.
Nowadays the use of technology in the classroom is increasing, given that people are more interested in learning by using it. So, I might say that technology is changing education radically because every day people want to learn by using this means. However, as stated in BECTA (2007) teachers’ lack of fluency with modern tools; it might happen because new teaching strategies have not been addressed perhaps because they have not received any kind of training in the use of new technologies and consequently, teachers feel fear of use them.
In spite of this, I consider teachers need to adopt new tools in order to offer learners new learning environments and know how to evaluate learning tools to make sure about their reliability. All these can happen if teachers explore and try the different technological resources, which contribute to lifelong learning.
Emerging technologies as for instance, social networking sites, wikis, blogs, interactive white board, among others highly offers progress in a community; although there might be barriers to integrate technologies, as hardware and software or professional development, teachers need to consider them with the purpose of transforming classrooms and students´ lives, that way having students to develop other skills and changing the way we think about education.
To end up, I think that to be updated with the different emerging technologies it is important to be interested about the tools we, as teachers can use to engage students to learn. At the same time, it would be crucial to make part of communities of practice in order to know and share information about teaching strategies which may contribute to the teaching practice.
References
BECTA. (2007). Emerging technologies. Retrieved on May, 2010 from http://partners.becta.org.uk/page_documents/research/emerging_technologies07_chapter4.pdf