Sunday, September 20, 2015

Digital Blog Post C: Chapter 3

Here are three distinct concepts from chapter 3 that I found to be most informative:
  1. Teacher-Centered and Students Centered Approaches
  2. Online Problem-Solving Environments
  3. Lessons from Montessori
 The first concept that I really got into was to describe how teacher and students take in and process information, and what the initial goal is for teachers teaching their students is.  For most schools the primary goal is too make sure the students meet the designated learning standards for their respective grade levels, but to me it should more than that.  I culturally believe that one of most important guidelines for any student-teacher relationship is too leave a lasting impression on them in the hopes that they will both mentally and physically prepared for real-life scenarios.  I want to be a teacher that my students will remember, rather than just their former teacher; and I want to to remember them always.

What I really enjoyed about reading during the second concept about online-problem solving is that it describes scenarios ,such as games, can only be solved through the process of critical thinking.  I can easily relate to this because of my experience of playing videos games, which I personally believe may have increased my critical thinking because of the tricky scenarios that happen within the game that make a person think outside the box, just like solving a problem in school.  Your looking at a locked door trying to figure out what to do next, your key does not fit, and then it comes to be me what if I need to find another key in order to proceed further, just like when one formula fails try another.

The final concept talks about Montessori's fundamental self correcting feedback, that is something we do not discuss much in school anymore, correcting ourselves.  Actually, a lot of my teachers who made a lasting impact on me sometimes made us review our own papers to see where we made mistakes with our own eyes.  I was often quite embarrassed at my own errors, and I would tell myself how could I have made such a mistake.  Sometimes students need to find their errors with their own eyes, and it is sometimes more obvious than it sounds, and finding these mistakes further motivates them to avoid such errors in the future.

References

Maloy, Robert, Verock-O’Loughlin,Ruth-Ellen, Edwards, Sharon A., and Woolf, Beverly Park (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education, Inc.

1 comment:

  1. Three great concepts and you found a way to relate them not only to yourself, but also in some ways to each other! :) Your example of the video games is an interesting one as there is much opinion about the negative impact on gaming in general...but there is also plenty of research to substantiate what you found in your own experience. Missing a digital web 2.0 tool creation that would have enhanced your writing, but your writing and resources are strong. :)

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