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” 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 1
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 2
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 3
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. 4
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. 5
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