Thursday, December 19, 2013

Educational Technology Discoveries from Colleagues

     Through this course, I, a nonuser of social media technology was introducing to the world of blogs a technology beyond my personal email. It is surprising how fast it has gone by, and I am writing my final class blog on technology. I confess it has been a moderate roller coaster ride. However, I am grateful that I was able to take it with some very astute minds from class 6177-technology at Walden. They shared their discoveries that have allowed me to stow away some valuable technology helping tools to my professional toolkit. The three educational technologies stowed away from my colleagues I believe will serve well in dental hygiene student preparation are colleagues Alicia Hall report on Flicker, Aaime Smith on virtual reality learning and David Dobb on learning through games.

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



 

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