This brings me to my next point: electronic note-taking. For many students, regular note-taking does not do anything. They are simply just copying everything that the teacher says and they get nothing out of it. Notes written on paper also have a possibility of getting lost. With electronic note-taking, many of these problems are avoided. NoteStar is a program that students can use that has all of their notes in one place, avoiding the chance that it can get lost. OneNote allows students to record what the teacher is saying so that they actually get something out of the lecture. These new programs can allow students to get more out of school because they can pay attention to what they teacher is saying. Electronic note-taking can be a step in the right direction when it comes to note-taking in school.
In chapter seven, computer games being used in classrooms interested me. We all know that new games and apps are coming out every day, and children are playing these games. Why not use the games that they enjoy to teach them something while they are playing it. Gamification is the idea that behavior can be influenced by adding gaming applications in different situations. This can greatly affect the behavior in a classroom because they will want to be rewarded for what they have done. This idea continues to be used in classrooms today.
Here is a Map I made to go along with the chapters:
Resources:
Crouch, E. (2013, January 31). iPads in the Classroom. Retrieved from https://www.youtube.com/watch?v=IzSNdxsfk0Q
Maloy, Robert, Verock-O’Loughlin,Ruth-Ellen, Edwards, Sharon A., and Woolf, Beverly Park (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education, Inc.
Smith, K. (2016, February 21) Bubbl.us. Retrieved from https://bubbl.us/mindmap.