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Autumn Griffith

Turning Point Student Response Systems: Making it Click for Students with Disabilities - 1 views

  • Turning Point is an audience response
  • system, commonly referred to as “clickers”, that works inside Microsoft’s PowerPoint®. Students are able to participate in presentations or lectures by submitting responses via their clickers; their recorded responses are then captured and can be viewed by the instructor and / or whole class.
  • differentiated instruction
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  • allows for all students to participate equally in answering questions
  • Clickers allow them to answer without the fear of being ridiculed for incorrect answers
  • Competitive students can compete against other students for having the fastest response times.
  • Turning Point not only gives teachers instant feedback on what students are or are not learning, but this data can also be kept as ongoing records of student achievement and growth.
  • This information can be later disaggregated on Excel spreadsheets.
  • With Turning Point, teachers can insert not only question slides to gauge student’s mastery or understanding of a concept, but also input slides that ask students to convey their comfort level with newly learned material without fear of being “the only one” who didn’t understand.
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    This article describes how TurningPoint can be used to benefit teachers and their students, especially those with disabilities. TurningPoint is an anonymous response system that teachers can use to check for understanding and allows students to feel confident in participating.
Phil Wilson

20 Twitter Hashtags Every Teacher Should Know About | Edudemic - 4 views

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    These Twitter chats cover anything and everything in education, and represent a great jumping off point for those just getting started in Twitter education chats.
Kaitlyn French

The Social Classroom - 0 views

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    This article is about twitter int he classroom. It talks about how twitter can be used to teach. The teacher tweets questions or main points to the class, then they respond and they can use the textbook and twitter and other resources. Also students can use twitter to research through hashtags and also used twitter to bookmark good sources. The article also talks about the drawbacks of using twitter in the classroom. The article also talks about how teachers collaborate and share ideas through twitter, skype, and google docs.
Stephanie Johnson

videogamesandeducation.pdf - 0 views

  • positive connotations
    • Stephanie Johnson
       
      positive connotations toward personal computer platforms may be a product of marketing, as asserted in the MIT study.
  • As with other expressions of mass culture, there appears to be an established historical trend that minimizes its scientific importance
  • One of the foremost objectives of much research was the study of the ìeffectsî of video games (aggressive behavior, addiction, isolation, school performance and the like), based on previous assumptions and research on television. But after two decades, research results on video games are somewhat confusing.
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  • is no scientific evidence to support this claim.
  • rnicious influence on
  • Lastly, a certain number of authors refer to the need to include the video game phenomenon in the literature disseminated by the media.
  • Hence, they point out how essential it is to act in school setting: either to counteract the effects of mass media, both cognitive and social; or to seriously affirm the inclusion of the critical study of these media and their procedures into school curricula.
  • From all the aforementioned references, it can be deduced that, for learning, video games are of unquestionable importance,
  • stimulating motivation,
  • very useful in acquiring practical skills,
  • ncreasing perception and stimulation
  • developing skills in problem-solving, strategy assessment, media and tools organization and obtaining intelligent answers.
  • esearch has yet to prove that video games are intellectually harmful
  • on the contrary, many studies defend their great importance in the development of intellectual abilities
  • ncourages the growth of spatial and logical skills, such as visualizing objects and relating them in space, organizing several factors with an end in mind (thinking strategically), and so on.
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