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Kahoot! | Learning Games | Make Learning Awesome! - 0 views

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    Kahoot is an excellent resource to incorporate technology, content, and fun in any classroom. I love using it. You can create your own, use one that is already made, or edit one of your liking. I mostly have used this as a review, but there is so much more that can be done with Kahoot and the kids love it!
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Strategies to Level Up Learning - 20 views

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    Week 8: In our Data Action meeting we discussed intructional strategies involving simulation and games. This article explain some advantages and fears for educators implementing games into their lesson plans. Matthew Farber Social Studies Teacher, Ed Tech Leadership EdD Candidate, Author In the fall of 2014, the Joan Ganz Cooney Center at Sesame Workshop (a nonprofit founded by Sesame Street creator Joan Ganz Cooney) assessed the impact of the gaming in school settings.
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    I have not had much experience with gaming in the classroom, but I have seen other teachers use it and have much success when it comes to motivating students and bridging the learning gap. One interesting point the article mentions is the the "platform" model strategy. In this, students have one log in, and are able to access a variety of games which can be reported t to the teacher as a formative assessment. Teachers are also able to log in and track students progress.
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    I see the ideas for digital game-based-learning as a method of differentiation that can be particularly effective for students with special needs and learning disabilities. Interest in using games in the classroom continues to grow, as evidenced by the recent Library of Congress grants to build civics applications for classrooms. The full report mentioned in this article is linked within, and worthwhile reading. The learning gaps that we see in our team's data could possibly be addressed using digital games from iCivics, Shephard Software, and other sources.
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    I agree 100% with Andrea's quote "I see the ideas for digital game-based-learning as a method of differentiation that can be particularly effective for students with special needs and learning disabilities." I only have to think back to this morning in my 2nd period where this worked with one of 8th grade students in special education who has a severe visual disability. In fact I even have the link to the game I use in that class all the time. I encourage everyone to set up a free account: https://kahoot.it/#/ !!!! kahoot was introduced to me in my Electives Professional Development. More than one of the teachers has issues with incorporating technology into their health classroom. I agree with this article when they write "Additional teacher training, as well as creating a common language between educators and developers, was recommended."
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    I am a little familiar with a few digital games. In my classroom, I use Kahoot.it to assist my students in learning their vocabulary. I use this website to make a classroom game that we all play together. Everyone can participate at the same time, competing for first place in points. I can create the questions on my smart-board, and the students can play on another computer or they can download the app on their phones. This makes our lessons more interactive, and the students get more involved and enjoy the class more.
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    Just like the article suggests, I use games to help students review or understand a lesson. A great one that was mentioned, and that I use is iCivics. Since Government is tested in my county, we have to make sure that our students fully understand the purpose, how the government works, and why it was created. When it comes to making sure the students are comprehending the information I will use iCivics, Kaoot.it, and a Jeopardy game I find online. It promotes students to take learning and their education into their own hands. I think the games don't have to be created by us or super complex, as long as you find one that relate to your content and engages students.
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    I love the idea of using these types of games to keep students engaged. At my son's school, he often has online math games given for homework. He loves IXL and it keeps him motivated to practice skills and learn new ones. In my 6th grade Spanish class we are exploring quia.com. Students can play vocabulary building games while I work one-on-one with students. It is a great way to keep kids engaged while doing assessments, too.
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    Initially, I was very hesitant to buy into learning through online games. I know that children today spend so much time in front of screens, and I didn't want to contribute to this obsession (for some children it does border on that). I did see that BrainPop, a site which I use frequently, introduced GameUp and Spotify. I figured if BrainPop was okay with gaming for learning, then I had to give it a try. Well, my students will now beg for BrainPop and will do evey activity, quiz and graphic organizer associated with a lesson in order to get to sortify. What a great tool. I am now a firm believer.
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    I too see the benefits of using these online games within instruction. The games provide students with a means of engagement that we often struggle to provide students. With the growth of technology, students are becoming more in-tune with new technology and are using it more often at home. By connecting technology to instruction, we are able to meet them in the middle. There are so many tools available online that it's a shame not to use them!
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