Flicker is a digital web-based photography portal that has evolved into
more than just a photo publishing space (Richardson, 2010, p. 102). This web
tool brought to the forefront of my mind in the second week of class reported
by Alicia Hall. Since, I personally like to take photos it peak my interest.
Richardson (2010) posits the question, what can you do with Flicker in the
classroom? Alicia rose to the challenge sharing that her ESL students would
benefit from using it as a picture dictionary to build their vocabulary skills
(Hall, 2013). This gave me the thought that I could use images to form a
storyboard. The dental students would be able to look at the photos and in a
fun way formulate care plans for the patient in the photo story. I feel this
will not only help students’ use critical thinking for a solution, but also
give a continuing sense of relevance to their work. The faces on the photos
speak to the caring aspect of the provider.
Role-playing, simulation and working on Dexter (a mannequin dental head)
are vital activities practice in health studies. I was pleased when Aaime bring
together information on ‘action training’. Action learning is about creating a
real life use for students. She reported M IT, Massachusetts Institute of
technology is among the first pioneers creating the virtual world computer
applications and interactive tools which allow students to explore and practice
critical skills needed for the real world situation (Smith, 2013). This led me
to further research on virtual reality-based tools use in dentistry. Several
choices popped up. The most interesting I found was computer application
software called Second Life. This 3D virtual reality-based application embedded
into the Angel learning management system that allowed students to practice
patient – providers role play and simulation situation via distance learning or
face-to-face classroom. However, Donna’s
introduction of Tata interactive (http://www.tatainteractive.com/game-based-learning.html) a software company that will customize the virtual
reality and games to fit your curriculum the light bulbs stayed on (Dingles,
2013).
While Action learning is matching real world situation, fun learning is
about learning through games. The third educational technology stowaway I
place in my tool kits was the free-rice game shared by David. He reported the game allows the ESL students
to retain a vocabulary words and meanings while at the same time helping to
feed hungry recipients across the globe (Dobbs, 2013). The free rice game boasts several languages
and subject areas of study high for ESL and k-12. Even though, hygiene students would use it
for a minimal review of chemistry and physical anatomy skills. I found the site fun to play. It teaches humanity through fun
learning. Begin playing at