First up was the presentation where the group used Facebook as the ICT tool. I liked how we thought of how to use the distractions in FB to our advantage in lessons. But of course, monitoring by teachers to ensure they use these tools productively is imperative to ensure they are focused on their task and not using lesson time to surf their friends' pages. After all, we adults lapse into that at times too! ;)
Which brings me to something I heard on Class95 a couple of days ago. Two girls were trapped in a drain and used their handphones to update their FB status, caught the attention of a friend who alerted the police. (read news article here) A case showing how useful FB is? Yeah maybe. But why didn't they use their use their hps to call the police instead?
I remember reading that some of the hostages of the Mumbai terrorist attacks used their Blackberries to update their families and friends about their predicament. But that makes sense as they probably wanted to remain as quiet as possible to avoid detection.
But updating FB status instead of calling the police when you are stuck in a drain? hmmmm
Playing games during ICT class was fun. What did I learn?
The first station my group visited reinforced what we already know: technology can be really unreliable. We stood there, trying to login to the class Wiki to edit the page but to no avail. In addition, the touchscreen wasn't responsive (or we were really lousy!) and that was frustrating. But good ol laptop came to the rescue and we managed to type in some of our thoughts. Yes, MUST always have a Plan B.
Next, we played flash games and Shobi and myself bankrupted McD twice -_- tsk. shame on us! First up, we weren't sure how to play (i.e. how to win), and that was frustrating as we clicked around without knowing why/how/what. We could have been more patient and wait and observe instead of frantically trying to make our cows and crops grow asap. Further, we were distracted and did not notice that our money was depleting. I suppose we were too fixated on the end but not the means?
Saturday, September 12, 2009
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The FB example illustrated how the girls were so much into it. But it is also a cyberwellness issue in that they did not make a good decision in using it instead of calling the police.
ReplyDeleteAs for gaming, one thing to realise about student gamers is that they are not likely to have the same concerns as you. More often than not, they do not read the instructions, they do unexpected things, and they learn and solve problems experientially. They might be less methodical than you.
Their actions present a learning problem and an opportunity. It is important to first recognise that and then take action.
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