Monday, April 22, 2013

Technology Integration Matrix

Teaching high school world history for many years has allowed me to develop many different lessons that use technology in different ways.  Internet field trips, exploration, streaming video and collaborative activities have become more common over the years.  However, my most successful use of technology aided lessons come during my WWII unit where I have used Commercial Off The Shelf (COTS) computer games to help engage students about the causes of WWII.  The game Making History: The Calm and the Storm is a game made and produced by Muzzy Lane, an upstart software company that has done some great things in education.  This lesson/unit falls on the TIM within Adaptive and Authentic categories.  The computer game is a turn based strategy game that allows for internal collaboration, decision making, and outside negotiations in order to succeed in the game.  Over the past several years I have had great success incorporating this tool into my lessons.

I have many other lessons that fall in different areas of the matrix.  But one of the largest hurdles to overcome  for me right now is access.  Having access to a stationary or mobile lab can be arduous.  Labs are normally difficult to schedule especially when teaching the same course all day so reserving a lab means taking it for the entire day!  The lack of access to devices in my building really keeps me from incorporating more technology enhanced lesson plans.

In the past I have also used the computer game The Sims to be a weekly enhancement of Sociology lesson plans.  This probably also fits in the Adaptive and Authentic are of the matrix.  Much the same situation as the use of Making History.  However, the drawback here is money.  Having the money to purchase enough copies of the game was a huge hindrance to expanding the use of The Sims.

I don't really see my situation improving by the end of the year.  My corporation is looking at moving to one to one in the near future.  The interesting aspects about computer games in this situation is that previously I have been able to purchase a few copies of a game and I would incorporate them into my classroom.  However, once we go one to one I could need 100 plus copies of the game to play it with all my kids.  Losing a mobile or stationary lab will increase the amount of software I would need.

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