Using Technology to Motivate Students in the Science Classroom

2012 Words9 Pages
Abstract Each year, more students are dropping out of high school. Students are bored and feel that they are not learning anything that is useful in the real world. Teachers are finding an increasing number of students becoming less engaged in their academic studies. There are public schools willing to bribe students to pay attention and make better grades. Instead of bribery, educators need to make the curriculum more appealing to student interests, develop critical thinking skills to be able to adapt and/or solve real life problems. Today’s world is full of media and technology use that can be used in the classroom to spice things up. This paper focuses on the integration of WebQuests, virtual video games, and virtual dissections…show more content…
Instead, teachers need to use a combination of text, activities, and projects to better engage students. Discovery learning allows students to pursue their own answers to explain an event of what happens during a laboratory experiment is an intrinsic motivational technique. What is today’s perceived mind-waster could be one of tomorrow’s educational solutions. According to an article written by Greenemeir (2009), several educators are advocating that schools use video games because it promotes discovery learning via development of critical thinking skills that students can apply to real-life situations and enhances their understanding in math and science. Video games provide multiple modes and means that can be adapted to different learning styles. They often challenge the learner competitively in order to boost motivation and learning goals. Virtual games allow the learner to take small steps to accomplish complex tasks. Learners are often in charge of their own learning and are given feedback frequently. The Director of Future Learning Initiatives at Kauffman Foundation, Merrilea Mayo, cites studies that show a 7 to 40 percent improvement in learning when using virtual games versus the traditional lecture format (Greenemeier 2009). One of the drawbacks to using video games in an educational setting is finding quality games. Many games tout being educational, but just use superficial elements that do not actually teach content (Dewar, 2010). Educators
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