Tuesday, October 23, 2012

Culmination of Technologies

This blog has been dedicated to new and up and coming technologies that are beneficial for educational purposes.  Each week new technologies were explored and incorporated into any training or learning setting.  This week we will consider technologies related to digital citizenship, ethics, and netiquette that were explored and blogged about by my classmates.  There are two specific technologies that have a direct impact on me as an adult educator that can be incorporated in my teachings. 
Since technology is becoming a huge part of the classroom, all students should have some knowledge of proper netiquette.  Technology will only continue to advance and have an even greater presence in the lives of students and educators.  As such it is good to begin with ensuring that all students have base-level knowledge of netiquette and how to use the selected technology.   The technology selected, was presented from a classmate, and is Carnegie Cyber Academy.  The technology can be found at http://www.carnegiecyberacademy.com.  The tool is a game-based learning in which learners work through different scenarios to better understand netiquette and how it should be applied in the classroom.  This tool is great for learners in a formal educational program or even for professional organizations that want to provide employees with more resources related to technology use. 
One example for implementing the selected technology into the classroom is for the educator to come up with different scenarios that the learner must work through either individually or as a team.  Learners have the opportunity to make incorrect selections and go back to the beginning and start again.  The educator would then be able to follow-up the gaming scenarios with a classroom discussion.  Learners would be able to share with the class what they learned in the game, how they can apply what they learned real-world situations, and when they made a mistake what their reasoning was for making that particular selection.  This particular technology was of most interest to me as I have spent the last eight weeks researching game-based learning.  Game-based learning creates an inviting and engaging learning environment for the learner. 
The second example of incorporating the technology into the classroom is for the educator to project for the class the different scenarios.  The educator would walk the learners through each scenario.  Learners would discuss in class what the right decision should be and their reason for making that selection.  Learners are able to discuss among themselves this reasoning.  Together as one the class would be able to learn about netiquettes while working through proper application via the gaming technology. 
The second technology selected is the Digital Citizen (http://ecitizenship.csla.net/) website hosted by the California School Library Association (CSLA).  This website, selected by another classmate, provides useful information for any adult learner about eCitizenship.  As an educator, I think it is first important for learners to have a proper understanding of digital citizenship and netiquettes before the learners begin to work with any technology.  If the learner does not understand digital citizenship then the student and the educator run the risk that the technology is misused.  The main purpose of having technologies in the classroom is to help improve the learning process.  If students do not fully understand about digital citizenship then there is the risk that the technology may only hinder the learning process and make it more confusing and frustrating for the learners (Ribble, n.d.). 
One example for incorporating the website into the classroom is for educators to begin any course or semester program in which the first lesson is for learners to gain a better understanding of digital citizenship.  The CSLA website hosts tutorials and learning modules that learners would be able to complete.  Learners would then present to peers two to four new factors and important considerations related to digital citizenship.  The presentations are useful so that learners in the class are able to see and hear about all aspects of digital citizenship and why each factor may be important to them.  The second example is for students to work together in teams to first determine what digital citizenship means to them and how they would apply it in their professional and personal lives.  Then the learners would again create a presentation for classmates to highlight the different uses of digital citizenship.  Each learner is unique and comes from different backgrounds and has different careers.  However, it is beneficial for learners to be able to see digital citizenship highlighted in different fields and careers.  This will make it easier for students to apply the information to their own profession.
References:
Netiquette Game. (n.d.) Retrieved on October 23 from http://www.carnegiecyberacademy.com.
Ribble, M. (n.d.). Nine elements: Nine themes of digital citizenship. Retrieved October 23, 2012, from http://www.digitalcitizenship.net/Nine_Elements.html.

2 comments:

  1. You mention what I feel is an important step for educators in the future. Starting out each class with instructions on how to use the internet properly. This can be a much needed step when you realize if every educator is doing this, just how much more educated the students of the future will be regarding proper manners on the internet. This can also help students be aware of giving too much information online. The CSLA website could be a useful teaching tool for educators.

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  2. Hi Christie,
    The CSLA website sounds like a good tool for understanding digital citizenship. By incorporating it into your curriculum it saves you from reinventing the wheel and trying to develop your own tool. Additionally, the tutorials and learning modules enables learners to receive one-on-one teaching. Carolyn

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