Using ICT in Teaching Process Report - WINGS "INTERNATIONALIZATION SERIOUS GAME FOR START-UPS AND ENTREPRENEURS"

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Using ICT in Teaching Process Report - WINGS "INTERNATIONALIZATION SERIOUS GAME FOR START-UPS AND ENTREPRENEURS"
Using ICT in Teaching Process Report
WINGS “INTERNATIONALIZATION SERIOUS GAME FOR START-UPS AND ENTREPRENEURS”

         Erasmus+ - KA2 - Cooperation for Innovation and the Exchange of Good
                                      Practices
                      Project number: 2018-1-CY01-KA202-046856
wINGS – Internationalization serious Game for Start-ups and entrepreneurs

Contents
Introduction ............................................................................................................. 1
Different ways ICT can be introduced in the teaching process................................................1
Advantages .........................................................................................................................2
Disadvantages.....................................................................................................................3
Video Games in teaching .....................................................................................................3
Conclusion ...........................................................................................................................4
Bibliography............................................................................................................. 4

Introduction
This paper is written to introduce the idea of using ICT (Information and Communications
Technology) in the teaching process. In our day and age the progress and leaps that have
been made in the world of technology cannot be underestimated, especially with the
recent events of constant lockdowns and increased distance between people due to the
COVID-19 Pandemic. Technology has brought us closer together now more than ever so
naturally it is a great opportunity to explore the potential and benefits of using ICT in the
teaching process; an area that has remained somewhat unchanged for a considerable
amount of time.

Different ways ICT can be introduced in the teaching process
The use of ICT does not have to be something extravagant, complex or difficult. This
means that something as simple as a power point presentation instead of just a marker
on white board can greatly affect the way a lesson is taught and how much the attention
of the students is able to wander away to more “interesting” things.
The use of ICT can also be much more than just a power point presentation. This is
depended on the technology (resources) available, the abilities of the person teaching in
using ICT and how confident they are in using it (Keengwe, Onchwari, & Onchwari, 2009).
For example, devices like desktop computers, laptops, tablets and even interactive white
boards can be used to enhance the teaching experience. These devices can make the
lesson more interesting as they provide a greater range of options in which the lesson
can be taught. These options include the ability to create more beautiful and attractive
lessons with colours, pictures, graphs etc. that could not previously be displayed on a
regular white board or chalkboard. Additionally, they can provide the ability in some cases

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wINGS – Internationalization serious Game for Start-ups and entrepreneurs

for students to move at their own pace, this means that students who require longer to
consume and absorb information will not be left behind and students who like to move
at a quicker pace will not be held back or become bored (Ghavifekr & Rosdy, 2015)
(Olimova, 2020). Moreover, having the ability to access classes, notes or information
about a lesson in an electronic form means that it can be viewed again more easily than
written notes and it is more portable and less prone to being destroyed or lost as it can
be accessed at any point in time or location.
Taking the idea of ICT in teaching to a new level interactive games, virtual learning
environments and virtual games can be used to greatly improve the teaching and learning
experience for everyone involved. Games have always been used to help us understand
concepts, ideas, to interact with others and provide an entertaining time. Now this power
of games can be applied to teaching. Projects like wINGS aim to promote innovation in
the teaching-learning process by implementing gaming and virtual reality features to the
educational sector. These “games” can provide a more hands on or practical experience
that has proven itself to be more efficient as participants are more actively involved.

Advantages
Using ICT methodologies to change the way lessons are taught can have great benefits
for both teachers and students. This includes the preparation of the lesson, ease of
teaching the lesson, effectiveness, the attention from students and the effort they devote
into their lesson. All of these can be improved or at least assisted by ICT (Ghavifekr &
Rosdy, 2015) (Macho , 2005). With the introduction of ICT in the class room students are
able to learn more effectively and are more focused in the classroom. This is because
lessons can be made more interesting, active and engaging for students (Ghavifekr &
Rosdy, 2015).
Additionally, it has been shown through various psychological pedagogical and didactic
studies that these ICT teaching methods have great potential in solving and/or improving
traditional teaching methodologies (Olimova, 2020) (Keengwe, Onchwari, & Onchwari,
2009). This potential comes from the ability to create a more individualised learning
experience for each student as well as the plethora of new sources and ways a teacher

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wINGS – Internationalization serious Game for Start-ups and entrepreneurs

can prepare a lesson to fit a certain theme or learning difficulties of a specific group of
students (Ghavifekr & Rosdy, 2015) (Olimova, 2020).

Disadvantages

It is very important to note that ICT is a tool to be used by teachers and instructors to
enhance the learning/teaching experience, and like every tool its effectiveness is greatly
affected by how it is used. Hence, in that regard ICT can be an all powerful and flexible
tool to be used for the benefit of all but it can also be damaging if not used properly or
without the required knowledge and expertise (Keengwe, Onchwari, & Onchwari, 2009).
Like any other well intention invention before it, ICT in the teaching/learning process has
pitfalls that many consider can be disruptive in the educational process. Some of these
pitfalls can be the absence of a teacher. Unlike traditional methods that require a face-
to-face communication between student and teacher ICT gives the option to students to
learn on their own which can have negative effects on academic progression. This
alongside with the access to unsupportive or misleading information can lead to
disastrous results if left unchecked. Learners should know how to find valid and
scientifically supported information with or without the help of supervising teaching
personnel (Sogol, Hamid, & Ahmad, 2014).

Video Games in teaching
The increased number of people playing video games, especially with recent lockdowns
and limitations in outdoor activities has begged the question of why aren’t video games
used in education more since they are so popular, interactive and easy to understand by
most students. It has been suggested that video games have great potential in elevating
learning/teaching with their interactive stories, collaborative nature, and immersive
worlds (Squire, 2003).
The idea of combining play and education is nothing new, it has been studied for many
years and many believe it to be a great way to encourage teamwork, socialization and
problem solving (Caillois , 1961). The same concepts apply to video games. Now with the
added bonus of not having to be in close proximity to each other, interactive games can
now be experienced and shared with others anywhere in the world, and with the

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wINGS – Internationalization serious Game for Start-ups and entrepreneurs

advances in video games in the entertainment sector they have become much more
attractive, engaging and approachable. In recent years the attitude towards using video
games in education has shifted positively as more and more people realise the hidden
potential that lies within (Squire, 2003).
For this reason more serious games have been created with the primary purpose shifted
to be educational while still retaining all the positive aspects of videos games like
entertainment, collaboration, immersion, avtive engagement etc. This new wave of
educational video games is hoped to be the next step in this particular sector of ICT and
its results and effectiveness are expected to be very positive.

Conclusion
ICT is a tool that can help both in teaching and in learning if used properly. It has great
potential that has yet to be realised to the fullest. The shear amount of ways and
variations that it can be used in is almost limitless and is only confined by the ones using
it. The future of education will be shaped and sculpted though ICT, but it is of the utmost
importance that it is done right as it can also be detrimental if it done poorly and without
proper thought and training. The new age of education is upon us and we are responsible
for doing it right.
With regards to wINGS, the use of games points to project pursing an innovative learning
method that can best encourage success in international activities for start-ups and
entrepreneurs. Thus, the outcome is training and practical entrepreneurship education
provided through the wINGS Learning Environment that comprises of a course on
internationalisation; using teaching notes and serious business and internationalization
game cases as important ICTs in the teaching process.

Bibliography
Caillois , R. (1961). Man, Play, and Games .
Ghavifekr, S., & Rosdy, W. (2015). Teaching and Learning with Technology:. International
       Journal of Research in Education, 175-191.
Keengwe, J., Onchwari, G., & Onchwari, J. (2009). Technology and Student Learning:
      Towards a Learner-Centered Teaching Model. AACE Review (formerly AACE
      Journal), 11-22.

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wINGS – Internationalization serious Game for Start-ups and entrepreneurs

Macho , S. (2005). Differences among standar ences among standardized test scor ed
      test scores due t es due to factors of. Virginia: Graduate Theses, Dissertations,
      and Problem Reports.
Olimova, Z. D. (2020). THE EFFECTIVENESS OF IMPLEMENTATION OF ICT IN LEARNING.
      European Scholar Journal (ESJ), Vol. 1 No. 4.
Sogol, T., Hamid, M. M., & Ahmad, R. (2014). Information and communication
       technology (ICT) in higher education: advantages, disadvantages, conveniences
       and limitations of applying e-learning to agricultural students in Iran. Procedia -
       Social and Behavioral Sciences, 300-305.
Squire, K. (2003). Video Games in Education. Cambridge, MA: Comparative Media
       Studies Department.

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