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	<title>Pencils, Paper and Podcasts. &#187; interactive</title>
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	<description>The new uses for technology in our classrooms.</description>
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		<title>Seriously Engaging.</title>
		<link>http://lbaracz.edublogs.org/2008/04/06/seriously-engaging/</link>
		<comments>http://lbaracz.edublogs.org/2008/04/06/seriously-engaging/#comments</comments>
		<pubDate>Sun, 06 Apr 2008 08:21:22 +0000</pubDate>
		<dc:creator>Lauren B</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[second life]]></category>
		<category><![CDATA[shared space]]></category>

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		<description><![CDATA[The New Media Consortium (NMC) is an organisation that is dedicated to pushing the use of new media and technology, so states the video on the Learning and Physical Challenges Education Program forum. The NMC has gone beyond the 2nd dimension, creating an interactive 3D campus within the virtual world of Second Life. This ‘world’ [...]]]></description>
			<content:encoded><![CDATA[<p><font face="Calibri">The New Media Consortium (NMC) is an organisation that is dedicated to pushing the use of new media and technology, so states the video on the Learning and Physical Challenges Education Program forum. The NMC has gone beyond the 2<sup>nd</sup> dimension, creating an interactive 3D campus within the virtual world of Second Life. This ‘world’ encourages the sharing of new ideas and knowledge between users which can be beneficial outcome from accessing the online campus that NMC has developed. When convening in this virtual 3D world, people are exposed to ‘insightful interaction, collaboration, learning and experimentation’ which not only allows them to develop their skills of using new media but also gives them an opportunity to critically reflect upon issues prevalent within the Second World community. The NMC provides its users with a platform to interact in a shared space in real time, thus a richer, creative interaction is available than that on the 2D web. This Second Life can become people’s lives, which provides benefits, but also runs the risk of engaging the individual to the point where they become detached from reality, preferring their virtual life than partaking in their own life. Immersing students in a virtual world that may overcome their learning and physical challenges can help to solve real world issues, but is the risk of the students disengaging from their reality one that’s too great to implement this new media within students’ learning environment?</font></p>
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		<title>Computer Games in the classroom?</title>
		<link>http://lbaracz.edublogs.org/2008/03/24/computer-games-in-the-classroom/</link>
		<comments>http://lbaracz.edublogs.org/2008/03/24/computer-games-in-the-classroom/#comments</comments>
		<pubDate>Mon, 24 Mar 2008 02:17:50 +0000</pubDate>
		<dc:creator>Lauren B</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[computer games]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[social skills]]></category>

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		<description><![CDATA[Computer games and school education. These two aren’t concepts often linked but that’s what Keri Facer&#8217;s article is determined to change. There has always been debate about whether computer games should be included in the primary classroom; after all, what benefits do they provide? Dubbed in the article as being “the most powerful learning technology [...]]]></description>
			<content:encoded><![CDATA[<p>Computer games and school education. These two aren’t concepts often linked but that’s what <a href="http://www.futurelab.org.uk/resources/documents/vision/VISION_01.pdf">Keri Facer&#8217;s article</a> is determined to change. There has always been debate about whether computer games should be included in the primary classroom; after all, what benefits do they provide? Dubbed in the article as being “the most powerful learning technology of our age”, computer games are interactive and require skills and understanding far beyond those learnt in a classroom. Games are incredibly social activities and develop hand-eye coordination; management of complex variables; interpersonal communication; literacy; and problem solving skills. And what’s more, the children love playing them.</p>
<p>With all the positive reasons to include computer games, the age old issue must be raised – that the amount of violence in computer games can’t be beneficial to children. Although the idea that one violent computer game will turn children into serial killers has lost validity, is it still of concern. <a href="http://jana1987.edublogs.org/2008/03/20/computers-transforming-the-way-we-learn/">Jana’s blog on this article</a> provides some perspective on the topic, affirming that, while there is violence, children are learning “attack strategies”.  She also believes that the teacher is able to use their discretion to monitor the games being brought into the classroom, ensuring that those used are appropriate and relevant to the children’s education.</p>
<p>The new programs that are available for use in the classroom, such as Sim City and DoomEd, are fun and interactive ways for students to learn the curriculum content. The games are offering real challenges and the students are using their knowledge and skills to overcome them. I think that they have potential to provide a new dimension to students’ learning.</p>
<p><a href="http://lbaracz.edublogs.org/files/2008/03/simcitypic.jpeg" title="simcitypic.jpeg"><img src="http://lbaracz.edublogs.org/files/2008/03/simcitypic.jpeg" alt="simcitypic.jpeg" /></a></p>
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