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TEC 520 Social Networking and Video Gaming Teacher Web Resource
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
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,
Chromey, K. J., Duchsherer, A., Pruett, J., & Vareberg, K. (2016). Double-edged sword: social
doi:10.1080/09523987.2016.1189259
Hagler, B. b. (2013). Value of social media in today’s classroom. Journal For Research In
Maloy, R., Verock-O’Loughlin, R., Edwards, S., & Woolf, B. (2016). Transforming learning
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
doi:10.1080/07380569.2014.890879