Sunday, February 21, 2021
Friday, February 19, 2021
EDUC 630 VDB Week 5: Gaming
https://thedreamoftheking.blogspot.com/2021/02/educ-630-vdb-week-5-gaming.html
VDB Wk 5: Gaming EDUC 630
Utilizing gamification in the classroom has definite advantages and disadvantages. Gaming can be used in many ways such as to connect to prior knowledge at the beginning of a whole group lesson or facilitate group review of a lesson or a whole unit of study. In these types of applications gaming activities can be not just fun but motivating because students often enjoy competing with each other. The nature of this collaborative application also encourages interactivity and offers immediate feedback for correcting wrong answers.
There are challenges though to using gaming in the classroom. Not just any game is going to necessarily be a good fit for a lesson. Roblyer and Hughes (2019) remind us that the objectives or purposes of some games may not align with the learning goals and objectives for our lessons. Also, it is always possible that students may start to lose the purpose for which they are gaming and be more focused on the competitive fun’ aspects as opposed to keeping the focus on learning and be tempted to get too rowdy and out of control.
Personally, in my classroom, I like to keep control of gaming activities by utilizing things I know are going to be teacher-directed such as a Kahoot game. I recently used this app to run through a 47-question unit review for my English 9 class. It was a fun way to cover the material that will be on the unit test, fix any misconceptions the students have about the material and expose my students to test wording prior to the actual exam. This bolsters confidence in test-taking and eases testing anxiety. It also allows the students to practice test-taking strategies.
Gaming is probably not going to be appropriate for testing itself, or graded work, particularly in the virtual school environment. Often internet connections are interrupted, and students may make mistakes in responses that would be difficult or impossible to change in that format rather than a traditional written test. Additionally, gaming-based testing might be ill-advised due to the possibility of programs being vulnerable to hacking for the purpose of cheating.
Resource
Roblyer & Hughes (2019) Integrating educational technology into teaching. New York, NY: Pearson.
Saturday, February 6, 2021
EDUC 630 Professional Development Presentation - The Value of Profesional Organizations
Transcript: Professional Development Presentation EDUC 630
1. Hello. My name is Traci Best. This is my Professional Development presentation for EDUC 630 at Liberty University.
2. Why is PD important, and why should you join a professional organization?
a. Educational development & continuing education is necessary for certifications and other required credentials
b. Awareness of the newest research and development in your field.
c. Vehicle to demonstrate your developing skills, to make new professional connections, and pave the way for future job advancement. (Frederiksen, 2016)
3. International
Society for Technology in Education (ISTE.org) is a professional association
for educators.
o
Home to a passionate community of global
educators who believe in the power of technology to transform teaching and
learning, accelerate innovation and solve tough problems in education.
o
ISTE inspires the creation of solutions
and connections that improve opportunities for all learners by delivering:
practical guidance, evidence-based professional learning, virtual networks,
thought-provoking events and the ISTE Standards.
(ISTE.org, 2021)
ISTE Publishing – Books
ISTE publishes
books by teachers for teachers to help each other put themselves
at the forefront of knowledge and best practices in educational technology. (ISTE.org,
2021)
This is an example of a
book I purchased recently to add to my professional toolbox for special
learners who struggle to connect with subject content in meaningful ways.
(Carter, 2019)
4. ISTE
Publishing – Peer Reviewed Journals
“The Journal of Research on Technology in Education (JRTE) publishes articles that report on original research, project descriptions/evaluations, syntheses of the literature, assessments of the state of the art, and theoretical or conceptual positions that relate to the field of educational technology in teaching and learning and inform P-16 school-based practice” (ISTE.org, 2021).
5. “The ISTE Journal of Digital Learning in Teacher Education (JDLTE) is a refereed journal published in partnership with the ISTE Professional Learning Network for Teacher Educators. JDLTE provides access to the growing body of research addressing the use of digital technologies in teacher education. Articles highlight contemporary trends and effective, creative and innovative uses of digital technologies that prepare preservice, in-service and teacher educators for teaching in technology-rich learning environments. JDLTE digital issues are published quarterly (ISTE.org, 2021)”.
6. ISTE Publishing Blog utilizes a YouTube channel to deliver ideas, content & resources for leading-edge educators every month, deliverable by monthly round-up email or simply by subscribing to the ISTE channel. (ISTE.org, 2021)
7. ISTE – EdTech Conference 2020 was November 28th – December 1st, 2020 in Anaheim, California. There were thirteen speakers this year presenting a wide variety of topics. I’d like to share with you a couple talks that interest me:
9. Dr. Desiree Alexander of Educator Alexander Consulting, LLC presented Digital Equity and the Innovation Inequity Paradox: Unintended Consequences and Future Planning.
10. Sophia Mendoza of Los
Angeles Unified School District is presenting Leading with Equity and the
ISTE Education Lead Standards for educators, pre-k through 12.
“Explore how PK-12 instructional leaders leverage the ISTE Standards
for Education Leaders with the lens of equity and citizenship advocacy to
ensure that all students of color have skilled educators who strategically use
technology to meet student learning needs.”
“Technology can fuel innovation, foster creativity and create engaging learning environments. At its worst, though, poor educational technology and instruction can punish our poorest and most vulnerable students. Explore the relationship between innovation and inequity and examine inequity challenges that are arising amid ongoing innovation. (ISTE.org, 2021)
Thursday, February 4, 2021
VDB 2: EDUC 630 - Traci Best
VDB #2: Data Collection
& Analysis EDUC
630
Collecting
data and analyzing it to inform instruction is a pretty basic principle of the
modern classroom. One very rudimentary example of that would be to assign an
exit ticket activity at the end of a lesson. Students would be required to
identify key elements of the lesson objective and state them briefly in either
an electronic app-based program or with something as simple as a post-it note
or index card and pencil. Teachers could then use the information to direct their
lesson planning and make decisions such as whether a whole-group review was
required, or maybe follow-up with a small group of students to review before
the next lesson. The information from the lesson exit ticket could also be used
to connect to previous learning at the beginning of the next lesson.
Roblyer
& Hughes (2019) suggests that students might collect and
analyze data from science experiments to test hypotheses or generate box and
whisker plots to visually display data distributions.
Resource
Roblyer & Hughes (2019) Integrating
educational technology into teaching. New York, NY: Pearson.