- socializing
- Students used Facebook and other social networking sites (like Instagram) to connect with their peers
- Students spent large portions of their face-to-face time with peers talking about computer-based activities.
- gameplaying
- Students played strategy games that they claimed uses "critical thinking skills" such as Dishonored
- Students played puzzle games that they called "addictive" such as Candy Crush Saga
- Students played open-ended, building games such as Minecraft
- creativity
- Students created videos, graphic design and online characters utilizing fashion choices.
- Students used the open-ended game Minecraft to conceive and build unique buildings and other objects.
- Research
- Students utilized Google to search for websites to use for research projects.
- Educational Gameplay
- Some (but not all) students were allowed to use the computer for pre-approved websites for content-specific learning such as CoolMath.
- Assessments
- Computers were utilized in assessment testing and prep.
I think this is of particularly concern with the rise of "home schooled" and online students. Although I believe quality is a point of contention (and so do a lot of other educators), these options are seen as viable alternatives for parents and students who are dissatisfied with the education they perceive they are getting in the traditional school system. My gut tells me that this is partly (maybe primarily) due to the lack of things they enjoy and look forward to in school (engagement) and feeling like what they are learning in school is relevant to their lives outside of school (relevance). I think utilizing computer-based technology and aligning that to at-home computer usage (in an educational way, of course) could help that perception.
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