Bi longitudinal research that takes years to do risks

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b.i. Longitudinal research that takes years to do risks being irrelevant by the time it is completed because of shifts in the technological landscape.
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Morgan Gales ENGL 2116 Prof. Dana Cox November 9, 2011 3. Cost a. Another con of educational technology is that school administrators tend to spend large amounts of money to integrate computers into schools when the effectiveness of programs on students’ achievement is unclear. 4. Student dependency a. The internet has so much information that students no longer need to work hard to figure out answers, they can just “google” whatever they are looking for a.i. Technology has essentially made cheating easier. b. Individuals have decried technology as hindering student’s education by being a constant distraction and shortening their attention spans 5. Distraction Pros 1. Better simulations and models a. Digital simulations and models can help teachers explain concepts that are too big or too small, or processes that happen too quickly or too slowly to demonstrate in a physical classroom. 2. Global Learning a. learning through social interaction, and being exposed to another culture’s perspective are all incredible educational advantages that were once only available to those who could foot a travel bill 3. Virtual Manipulatives a. For example, you’re learning the relationship between fractions, percents and decimals. Your teacher could have you draw graphs or do a series of problems that changes just one variable in the same equation. b. There are virtual manipulative sites where students can play with the idea of numbers and what numbers mean, and if I change values and I move things around, what happens. b.i. This lets students experiment with equations to reach an understanding of the relationship 4. Storytelling and Multimedia a. Asking children to learn through multimedia projects is an excellent form of project-based learning that teaches teamwork, and it allows them to create projects that allow other people to view it and an learn from it 5. E-books 6. Real time data collection 7. Epistemic Games a. Epistemic games put students in roles like city planner, journalist, or engineer and ask them to solve real-world problems.
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