Did you ever hear someone say “technology is simply a tool” when talking about using computers and electronic media in education? Would you accept that statement? To be sure that technologies are something you can use in education. Where I vary from the above mentioned statement is using the language “only a tool.” Technology isn’t just something, it’s a saw for educating children.
Students adopt some mixture of three primary learning styles. The 3 learning styles are auditory, visual, and kinesthetic. Of those, each student will normally have one that’s more frequent than these. Auditory learners learn best by hearing information, visual learners learn best by seeing information, and kinesthetic learners learn best by doing.
Most software applications and electronic media effectively address the requirements of auditory and visual learners. Much more so, they are doing a fantastic job of addressing the requirements of students that learn best through a mix of auditory and visual delivery of knowledge.
While software applications and electronic media goods are both very effective information delivery tools, software applications has got the additional advantage of being interactive. For instance, educational software frequently includes word puzzles, practice quizzes, and perhaps simulations.
Simulation functionality, which simulates the behaviour and responses of real life objects, is particularly perfect for kinesthetic learners. Interactive simulation exercises give kinesthetic learners the opportunity to perform an action on the simulated object and to see the object’s response. The student’s requested action might be correct by which situation the program would carry out the task. In some cases, the requested action might be incorrect in line with the predefined rules from the software model. Within this situation, the program would reject the requested action and advise a student from the reason the requested action cannot be honored.
An easy illustration of an interactive simulation will be a student taking unlabeled graphically symbolized states and placing them on the graphically symbolized outline from the U . s . States. Once the student places a condition within the correct location, the program locks it in position. Once the student places a condition within the wrong location, the program returns the condition outline resist the swimming pool of unplaced objects. A student continues placing states around the country outline until all states happen to be placed properly. This kind of interaction between your student and also the software is a perfect method for kinesthetic learners to acquire understanding.