Case Study #3- Using Technology to Transform Learning experiences for deeper problem solving.
Both of these videos demonstrate the power of using technology in a classroom. For this case study I am going to focus on the second video: Real-World Lesson-Designing a Video Game. The teacher uses a real life project (PBL) in which his students meet the kids for whom they are to program a game.
This project was very motivational for the instructor's students, because they were able to interview the fifth-grade students about their tastes in characters, music, games, etc., in order to help the student programmers learn the math best suited for the class. They then programmed their games, and did a test run with the students to get feedback so that they could make improvements.
This is a phenomenal lesson, and I rate it a 5. I do not teach programming, but this concept fits in well with a new eighth-grade math class that is coming to my middle school. It also incorporates C+ programming and robotics throughout the entire year in every lesson, and I believe it is in sync with the direction that mathematics classrooms of the 21st century are taking. This project benefits not only this teacher's students, but also the fifth-grade students as well. I am inspired and motivated by this type of instruction.
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