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Lisa Cantwell

TEC 520 Social Networking and Video Gaming Teacher Web Resource

Grand Canyon University- TEC 520

December 6, 2017
Web Resource Link:
https://sites.google.com/lbschools.net/mrscantwell/home?authuser=1

Reflection:

As a teacher, it is our responsibility to correctly and safely use gaming and social media

in the classroom. It is our opportunity as teachers and mentors to teach students the correct way

to participate and interact appropriately online. Students should be taught good digital citizenship

skills which include a student’s etiquette and behavior when using technology. Students need to

be aware that actions and comments posted online may have an effect on another person.

Although, there can be some negative aspects to social media, such as bullying, banning social

media will not protect students, but rather hinder them in the future (Hagler, 2013). This is due to

the positive aspects of utilizing social media in the classroom, which encourages interaction,

collaboration and creativity. Teachers need to utilize strategies that will support a safe and

supportive environment for students to deter bullying and stress making wise choices when using

technology (Maloy, Verock-O’Loughlin, Edwards & Woolf, 2016). Teachers have the

responsibility to explain to students why they need to make ethical decisions and the effects of

inappropriate use of technology and their consequences (Maloy et al., 2016).

In addition, teachers should be aware of their own school district’s policy concerning

social media. This may include restrictions to websites and teachers need to be aware of those

restrictions. As an alternative, teachers should find websites that incorporate a safe, learning

environment for their students. Furthermore, teachers should make informed decisions when

deciding on a game or website to use within the classroom. When selecting websites and games,

teachers should select those that support academic learning (Turkay, Hoffman, Kinzer, Chantes,

& Vicari, 2014).


References:

Chromey, K. J., Duchsherer, A., Pruett, J., & Vareberg, K. (2016). Double-edged sword: social

media use in the classroom. Educational Media International, 53(1), 1-12.

doi:10.1080/09523987.2016.1189259

Hagler, B. b. (2013). Value of social media in today’s classroom. Journal For Research In

Business Education, 55(1), 14-23.

Maloy, R., Verock-O’Loughlin, R., Edwards, S., & Woolf, B. (2016). Transforming learning

with new technologies. Boston, MA: Pearson. ISBN-13:9780134020631

McMeans, A. (2015). Incorporating social media in the classroom. Education, (3), 289

Turkay, S., Hoffman, D., Kinzer, C. K., Chantes, P., & Vicari, C. (2014). Toward understanding

the potential of games for learning: learning theory, game design characteristics, and

situating video games in classrooms. Computers In The Schools, 31(1/2), 2-22.

doi:10.1080/07380569.2014.890879

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