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kvalencia1

Learning to Teach to Bridge the Achievement Gap - 2 views

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    How teachers are raising scores and student achievement by setting high expectations, frequent assessment and getting parents and families involved.
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    I really like the points that this article identifies in how teachers are closing the achievement gap. The main strategies that they are using are clearly helping students with their learning and understanding of the instruction. It is important to set high expectations for all students and to help students develop confidence in their learning. Through frequent assessment, we are able to monitor student growth and progress to identify what works for them and what needs to be improved. Parent involvement is also vital. Currently in my classroom, it is clear to me which parents are involved in their child's learning as it correlates to their child's performance. There needs to be a clear relationship and consistency between the two to maximize student success.
scottie_jarrett

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!
rmlee92

A Meta-analysis of the Effects of Computer Technology on School Students' Mathematics L... - 5 views

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    This article provides a literature review on studies that have been completed to look at the impact of Computer Technology and Math learning. This review looked at 46 studies that were conducted. The results overall showed a positive effect when Computer Technology was being used. However, the study also points out that when using CT, it must be combined with good teaching in order to maximize student understanding and learning.
rmlee92

Math Snacks: Using Animations and Games to Fill the Gaps in Mathematics - 1 views

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    In this study, researchers are looking at the impact of Math Snacks on student achievement in Mathematics. Nine teachers in 2 districts took part in this research. The results showed that when teachers used Math Snacks and the materials in the program, there was a positive impact on student achievement. However, because of the small sample size, the results cannot be generalized.
vsenft

Game-Based Learning: Latest Evidence & Future Directioins - 1 views

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    The National Foundation for Educational Research (UK) conducted a review of research since 2006. Findings of the study were split on the impact of game-based learning, found positive impact on engagement in the short term, and that no studies looked at their impact on learning and achievement.
rmlee92

The Real Versus the Possible: Closing the Gaps in Engagement and Learning - 2 views

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    This article focuses how to ensure that students remained engaged in learning. As we have a new generation of learners, it is important to ensure that students remained engaged with the presentation of instruction. Throughout the article, strategies are provided and an explanation of how to meet students needs in engagement are provided.
rmlee92

Interactive Technology Fills Learning Gaps in An Intervention Math Classroom - 0 views

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    In this blog post by Veteran Teacher, Susie Reilly, we learn about an online program called Matific. Through this blog, it is clear that Matific has left a mark on the students in her classroom with closing learning gaps that were specifically addressed within the program.
jillthomas

2011 C.A.R.E. Guide: Strategies for Closing the Achievement Gaps - 0 views

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    In 2011, the NEA put out a C.A.R.E guide. This guide focuses on four areas that need to be recognized in order to close the achievement gaps in education. These areas are Culture, Abilities, Resilience, and Effort. The guide includes strategies and activities to be utilized by students and teachers in order to assist in closing the academic achievement gap that exists with low income students. EDTC 615, k-12
lisaannfox

Writing Instruction Best Practices - 10 views

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    In this article, Dean breaks down the writing process for teachers. This resource provides educators with a comprehensive instructional guide for writing. In order to best fit instruction for our students, writing needs to be individualized and differentiated. Instructional strategies that are effective are based on the students' needs.
lisaannfox

Using Technology to Support At-Risk Students' Learning | Stanford Center for Opportunit... - 0 views

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    In this report, technology is one major factor in helping end the achievement gap. Students who use technology and the Internet see greater learning gains and outcomes. Students are more exposed to a variety of resources when using technology. Through the use of technology, learning gaps will decrease due to engagement, differentiation, and motivation.
lisaannfox

Enhancing Teaching and Learning of Writing: Writing for Struggling Students - 6 views

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    A doctoral dissertation about enhancing writing at the elementary level. Teachers used an intensive 9 week writing program and observed the effects on the students' writing performance. Learning gaps with writing is very wide and instructional changes are made in order to help students write better. Cross-curricular instruction with writing is also emphasized in this study.
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