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Katelyn Sabres

Small, Safe Steps for Introducing Games to the Classroom | Edutopia - 0 views

  • When educators want to know if a game is appropriate for the classroom, they shouldn't just rely on someone telling them it's great, whether that someone is a company or even a colleague. To truly understand if the game will work with your curriculum or your intended goals for learning, you need to sit down and actually play the game. Spend the time to explore this software, app, or board game to your satisfaction. As you play, you can experience what students will experience and learn how to support them when they play. You'll develop an understanding of what can be learned from this game, whether it's content, thinking skills, or both.
  • ou want to know what makes games the most effective? They are voluntary.
  • Voluntary participation means that players actively agree to the rules and procedures of the game, rather than having those forced upon them. When we are forced to do something, the work we do in games actually becomes less safe and less enjoyable.
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  • Not every student in your class needs to be playing the same game at the same time. In fact, games can be used as just another tool to differentiate. As teachers formatively assess their students, they may find that some students didn't quite get either the content knowledge or 21st century skill they were focusing on. Also, educators might find that some students are ready for a greater challenge. Educators can use games as a tool to support either revisiting the material or pushing students farther on new material. Not only do games help differentiate for students, but they also free up the teacher to meet the needs of more students.
  • Even though many games are played individually, playing games together can be a great way to build classroom culture. When paired with other culture-building activities, games can provide low-stakes, competitive ways to build collaboration skills. In fact, games that involve teams can help support the principles of "helping each other out" and sharing. Some games, like Pandemic, require that all players work together toward the same goal instead of working competitively. Collaboration is key in that game, so consider games like it for building classroom culture, and pair them with reflections and discussion to assess the learning. Remember, depending on the access to technology, teachers can pick both high-tech and low-tech games, or offer both. Educators can try all or some of these steps to use games in the classroom. It's important that we start small with implementation, and that we continually reflect on the learning and push ourselves to try new things for the sake of our students, their engagement, and their achievement.
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    How implementing games into the class can help students be excited especially when technology is included.
kaylaweiner

A Guidebook for Social Media in the Classroom - 2 views

  • The Social Media Myth The myth about social media in the classroom is that if you use it, kids will be Tweeting, Facebooking and Snapchatting while you're trying to teach. We still have to focus on the task at hand. Don't mistake social media for socializing. They're different -- just as kids talking as they work in groups or talking while hanging out are different. You don't even have to bring the most popular social media sites into your classroom. You can use Fakebook (1) or FakeTweet (2) as students work on this form of conversation. Edublogs (3), Kidblog (4), Edmodo (5), and more will let you use social media competencies and writing techniques. Some teachers are even doing "tweets" on post-it notes (6) as exit tickets. You can use mainstream social media, too.
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    Reasons why you should incorporate social media into your classroom activities 
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    Before we talk social media, let's talk about the relevance of social media by taking a quiz. Which of the following is most likely to be true? ☐ Should we teach letter-writing in the classroom? Kids need to write letters and mail them.
lopezma14

The Future Is Now | TIME For Kids - 0 views

  • A Treasured Time Machine Set in 1985, the movie begins with Marty and his girlfriend, Jennifer, in front of Marty’s home. All of a sudden, Doc Brown appears and franticly warns Marty that something has gone wrong and they urgently need to travel to the future to fix it.  The three hop into a trash-powered car, called the DeLorean, and blast off.  “Where we’re going we don’t need roads,” Doc tells Marty as they burst into the sky. When they arrive in 2015, they find themselves in a futuristic town with hoverboards, 3D movie advertisements, hand-held computers, and people wearing strange clothing with self-lacing shoes. People across the country are celebrating Back to the Future Day with movie screenings and more. In New York City, a special fleet of DeLoreans will give taxi rides. Technology company Arx Pax will release a new hover board, a technology made famous by the movie. And the town of Reston, Virginia, will ceremonially change its name to Hill Valley, Marty’s fictional hometown, from October 21-25.
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    A TIME For Kids article.
Rachel Sura

National Math + Science Initiative Blog | Technology in the Class - 0 views

  • Technology in the Classroom: The Benefits of Blended Learning
  • technology is becoming more and more integrated into our society.
  • tablets are replacing or substituting for computers and laptops,
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  • four specific benefits to using technology in the classroom
  • integrating technology into the classroom helps prepare our students for the elaborate world they will face going forward
  • Technology can be defined as any tool that can be used to help promote human learning, including – but not limited to – calculators, tablets (such as an iPad), Smart Boards, video cameras, digital cameras, MP3 players, Portable Digital Assistants (PDAs), and, of course, the computer.
  • It makes students more excited to learn
  • It can keep students focused for longer periods of time
  • time saver
  • Internet to conduct research
  • an keep
  • can keep
  • can keep students focused on a project much longer than they would with books and paper resources
  • there are
  • more likely to be interested in, focused on, and excited
  • Subjects that might be monotonous for some
  • abusing internet privileges for non-school related activities.
  • It enables students to learn at their own pace
  • students are able to get direct, individualized instruction from the computer
  • supplemental teaching
  • self-directed in the learning process
  • teachers and students will develop skills essential for the 21st century
  • It prepares students for the future.
  • students will learn the critical thinking and workplace skills
  • about collaborating with others, solving complex problems, developing different forms of communication and leadership skills, and improving motivation and productivit
  • Education is
  • can be much more engaging with virtual lessons, tutoring, and the streaming of educational videos.
  • the pros largely outweigh the cons
  • make sure teachers and students are trained on the proper use and etiquette of the resources
  • understand how and why each piece of technology is
  • Teachers should
  • monitor student activities
  • we certainly shouldn’t diminish the roles of traditional learning processes – such as handwriting –
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    Four specific benefits to using technology in the classroom.  Discusses the benefits of blended learning.  Also discusses the cons of blended learning and what teachers can do to avoid misuse pf technology.  
Lizzie Radtke

How to Integrate Technology | Edutopia - 0 views

  • When technology integration in the classroom is seamless and thoughtful, students not only become more engaged, they begin to take more control over their own lear
  • students not only become more engaged, they begin to take more control over their own learning, too.
  • While students may be surrounded by technology at home, it is dangerous to assume that they know how to use it for learning
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  • Hold an introductory session with your students when introducing a new tool. Use the tool yourself first before putting your students in front of it. Have a plan for collecting student work. Communicate with other colleagues that may want to use the resources as well. Manage time with the resources wisely. Set goals for work completion with your students. Communicate with
  • your administration about how and when you will be using shared technology.
  • This article contains the following sections: Getting Started Integrating Technology Across the Access Spectrum Getting to "Seamless" Integration Tips for Shared Hardware Creating a Professional-Development Plan Hardware and Equipment Using Technology for Feedback and Assessment The Role of Digital Citizenship
  • If your class has an interactive whiteboard and projector: Try interactive websites such as BrainPOP. Dig in to Scholastic's whiteboard activities page. Show online videos related to the lessons. Explore virtual math manipulatives. Check out the native software that came with the board. Use the videoconferencing tool Skype to connect beyond the classroom.
  • Getting to "Seamless" Integration To begin to move your tech integration to the point where it is "seamless," consider these questions: What skills are applied to nearly all tools (e.g., saving a file, naming a file, finding a file, logging in and out of accounts)? Have your students mastered these basic skills? How many different tools will you introduce this year? How many is too many? How will technology help your students better understand content -- will it push them to a deeper understanding that could not have been achieved without technology? What level of integration do you want in your classroom by the end of the school year? What specific steps must you take to achieve that goal? What is a realistic goal based on time and resources? For more on levels of technology access and what that means for tech integration, read this blog post: "What Does 'Technology Integration' Mean?" You can also check out the outstanding Technology Integration Matrix produced by the Arizona K12 Center. It provides guidance on different levels of tech integration based on readiness and current practice, and offers links to sample lessons.
  • Using Technology for Feedback and Assessment One of the most exciting aspects of bringing technology into your classroom -- and into your students' hands -- is the enhanced opportunity for timely and meaningful feedback. Quick Checks: If you want to know if your students grasp enough of a particular concept before you move on, you can use tools such as Poll Everywhere, Socrative, or Mentimeter to get a quick snapshot of the class. By creating a short quiz or open-ended response question using one of these tools and having your students use an internet-enabled device to answer, you can get quick and easy feedback that will help inform your instruction. Personalized Feedback: Through the use of course-management tools such as Edmodo, Schoology, or Moodle, it is now possible for teachers to provide personalized feedback quickly and efficiently to their students. All three tools provide the ability for teachers to leave personalized comments and notes on student work, and they provide a messaging service for students who may want to send emails with questions or concerns about the course.
  • Using Technology for Feedback and Assessment
  • If you have access to a handful of mobile devices: Have students create videos using the Animoto app Record group discussions using a voice recording app. Have students record themselves reading aloud for fluency checks. Assign student-created comics using the Puppet Pals app. Offer e-books for required readings. Upload and access course content using the Edmodo or Schoology apps. Conduct research. Foster skills practice using apps specific to subject area. Collaborate using apps like Whiteboard.
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    Some really helpful tips for how to incorporate technology into the classroom if you are unsure of what you're doing or how to go about it!
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    This website gives useful tip of how to incorporate technology in the classroom. It gives different websites such as BrainPOP and Skype to use to connect students with things outside the classroom. It also explains how to use different websites according to what type of technology gadgets you have. It also gives you ideas about how to use technology with different types of activities like using technology with assessments and tests.
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    This website gives useful tip of how to incorporate technology in the classroom. It gives different websites such as BrainPOP and Skype to use to connect students with things outside the classroom. It also explains how to use different websites according to what type of technology gadgets you have. It also gives you ideas about how to use technology with different types of activities like using technology with assessments and tests.
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    This website shows you how to integrate technology into your classroom
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    This website could be useful for teachers as it describes the benefits of using technology in the classroom. It also provides many different links to useful tools for creating things.
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