There are many advantages to using social networking in the classroom. Social networks allow connections to be made in ways that wouldn’t be possible a decade ago. It enriches the learning experience and enhances student engagement by allowing students and teachers to interact in new, relevant, and exciting ways. Most students are already using various social networks so convincing them to use it for educational purposes should be easy. Learning has a “strong social component” and is often “situated in our relationships with others” (Lave & Wegner, 1991 as cited in Solomon & Schrum, 2014, p. 118). Students who participate in connections through social networks have the potential to collaborate with one another, share knowledge, and build learning communities. Through participating in educational social networking, students learn important digital skills and become good digital citizens.
Edmodo is a tool that many teachers at my school use in the classroom as well as Schoology. Recently our district has made the switch to Engrade for grades, attendance, and learning management systems. By the end of the 2016-17 school year our teachers will be required to use Engrade instead of Edmodo or Schoology because of this I explored Engrade as a social network platform for learning.
Virtual Environments
Virtual environments are “online interactive systems in which multiple people, sometimes millions of people, share in the development of an interactive narrative” (Meadows, 2008 as cited in Solomon & Schrum, 2014, p. 176). It allows students the chance to create collaboratively with people all over the world. Students are already inclined to want to work in an online setting and this platform creates a place where students can research, create, and communicate with others. This creates an opportunity for students to perform actions at the highest order of Bloom’s Taxonomy.
One successful virtual environment is Second Life. It is primarily designed for students 13 and up. It has tools that are easily accessible for creation and collaboration. It allows for small group discussion and student created presentations of understanding. I found some good videos on YouTube that provide examples of ways to use Second Life in the classroom. This one is on learning language with Second Life.
This is program that will be immediately recognized among students. There are books, toys, and clothing with images and themes from this virtual environment. I have attached a PowerPoint presentation I created for my school that gives additional information about the program as well as examples of how it can be used in different subject areas.
How Can We Bridge the Digital Divide?
I like that Gorski attempts to expand on the traditional definition of digital divide. The main focus has been on acquiring more technology to meet 1:1 demands and whether students have internet access at home.
I completely agree that, “we must broaden the meaning of “access” beyond that of physical access to, or usage rates of, computers and the Internet to include access to equitable support and encouragement to pursue and value technology-related fields, educationally and professionally” (Groski, pg. 6).
I do not see access as a problem while at school. We have numerous digital devices that get used extensively in all our classrooms. I do feel that among our population, some improvements can be made. Access to engaging, higher order thinking programs are not prevalent across all races and genders. I see a lot of superficial technology use that could be transformed in to more engaging and enriching activities. Having specific professional learning on using digital tools that can be used to aid higher order thinking and engagement in the classroom.
References
Au, W. J. (2007). The School of Second Life: Education Online. Retrieved September 12, 2016, from http://www.edutopia.org/school-second-life
Gorski, P. (2005). Education equity and the digital divide. AACE Journal, 13 (1), 3-45.
Solomon, G. & Schrum, L. (2014). Web 2.0: How-to for educators. Eugene, OR: ISTE.
Wheelock, A., & Merrick, S. (2015, May 4). 5 virtual worlds for engaged learning. Retrieved September 12, 2016, from https://www.iste.org/explore/articleDetail?articleid=395