2 Matching Annotations
- Jul 2018
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health.utah.gov health.utah.govuntitled1
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In Chile, the Rosas et al. study (2003) evaluated the effects of introducingeducational video games into the classroom and found indications ofpositive effects on learning, motivation and classroom dynamics.
Good publication to look at research studies proving OCC and video game creations and educational tools were beneficial to classrooms
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www.edutopia.org www.edutopia.org
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When young people help to create content for the Internet -- when they experience being active participants, contributing to what there is online -- they are more likely to see the Internet as a resource that they understand and use effectively. By contrast, when people, especially the young and underrepresented, do not have a chance to experience the Internet as something they have a part in shaping, they miss out on being more closely connected to a wealth of resources, information, interaction, and opportunities for growth that can help them to cross over the digital divide.
Great point- when students are guided in creating online content, they become more comfortable with using technology to propel them forward in their learning
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