April 19, 2017
My learning for technology has taken a 360 degree turn. I did not know that technology was so widely used in higher education. I knew that you could take classes online, but the viewpoints that others hold about online courses is overwhelming. In the 21st century learning environment there are many avenues for the use of technology. Technology is a great tool to transfer the learning and make connections with other technological tools. Technology innovations allow educators to reinvent the classroom with advanced collaboration such as emails and other social media. MOOCs is capable of transforming universities and people into a productive mode. MOOCs is so inexpensive to acquire certification for a job and this really helps people who otherwise do not have the courage to spend four to five years in an institution to get a degree. However, three concepts had great significant impact on me within this course, blogging, badges, and gamification in higher education. Each day I come home to view my blog page and view the material that has been posted.
Blogging is something brand new to me and I only learned about it in this course. I had many struggles trying to get it to stay posted. However, with continuously support of others, I finally have a blog page that will stay put for others to respond to my postings. Blogging is a great way to share new ideas with colleagues and reflect on what has been learned. Through being totally open, I have had the opportunity to learn from the comments and advice of others as well, which has helped me refine my own ideas on a certain topic. Hence, by allowing me to openly reflect, I can see what others have learned, but as a student we learn from each other as well. Blogging has a new meaning to me know that I have had the opportunity to see the passion of others in their post on specific topics. Susan (2012) stated that blogs require a commitment to writing, to learning, and to growth over the long haul. I have a new perspective for the use of blogging.
Technological badges are a new item to me. When I first saw this in the group, I wondered what kind of badge can you utilize online. I have learned that these are rewarding achievements that you have accomplished something. I took this idea into a teacher’s class and this has worked wonders upon the student’s ability to succeed academically and with the use of technology. The use of technology is now the center of attention in the classroom setting. I was so proud to have earned two of the badges in this course. However, the terms accomplishment, achievement, and interest comes to mind when I research the influence of these badges. Digital badge initiatives in higher education are challenging assumptions about learning and assessment. Yet, digital badges are getting a serious look on many university campuses because they may allow students to demonstrate a greater variety of skills. For colleges, badges are web-enabled credentials that help communicate the impact they have on students’ lives, enabling institutions to respond to their critics with data. According to Abramovich (2016) stated that in higher education badges are web-enabled credentials that help communicate the impact they have on students’ lives, enabling institutions to respond to their critics with data. Earning and giving a digital badge is a rewarding experience that has broadened my thinking process to motivate achievement for myself and others.
Gaming in higher education has taking on a new twist form me. When I thought about gaming I was thinking on the level of designing a manipulative for children. Technology and the digital age has made a diverse way for learning in higher education. Games can serve as a means of not just developing domain-specific knowledge and skills but also identity and values key to professional functioning. Fuszard (2001) stated that games encourage creative behavior, divergent thoughts and is great for teaching new concepts in education or the business world. Simulation situation that enables students to gain a broader understanding of a particular domain. Gaming is relaxing, but gaming in higher education transform the thought process. For example, when I reviewed the assignment for gaming in higher education I was really confused until I researched gaming and I was amazed at the levels of games and the different concepts taught through gaming. Kleinman (2008) noted that games offer a unique structure to complement traditional teaching strategies and infuse teaching with energy, spark innovative thinking and provide diversity in teaching methods. Because of this course, I view gaming in higher education as a learning trigger that will induce discussions on the learning just as we do in the weekly discussions and it opens up opportunities for further research.
Overall, this course has enhanced my knowledge of the many uses of technology to educate people across the world. MOOCs is a new innovative way of learning with technology. Learning to use technology in higher education will surely equipped higher education learners with the tools to prepare other students for the 21st century working and learning environment.
Abramovich, S. (2016). Understanding digital badges in higher education through assessment.
On the Horizon, 24(1), 126-131.
Davis, S. (2012). Ten reasons why I want my students to blog. Retrieved from
Fuszard, B. (2001). Gaming. In Lowenstein, A., Bradshaw, M., & Fuszard, B. (Eds.).
Fuzard’s innovative teaching strategies in nursing. 3rd edition.
Kleinman, D. (2008) Towards transformation: Conceptions of creativity in higher education.
Innovations in Education and Teaching International, 45, 209‐217.
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