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Showing posts from September, 2020

Technology Demonstration

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Gaming in the Classroom

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  Hi everyone! Today we’re going to talk about gaming in the classroom. So, first up we’re going to talk about the benefits. Of course, putting games in the classroom can get people more engaged, can get your students to have a bit more fun with the content. Roblyer and Hughes (2018) say that “Motivation and competition, Interactivity and feedback, Achievement and rewards, Playfulness” are all some of the benefits of gaming in the classroom. It can just have more interaction, have more fun, and get the students more engaged with the content. So of course that’s some of the benefits. As far as challenges, there are obviously challenges with selecting platforms. What systems or platforms are you going to use for gaming? How are you going to integrate it into the lesson (Roblyer & Hughes, 2018)? Particularly if you have issues where your learning objectives in your classroom are not lining up with the learning objectives that the game has, how to you determine what to do with th...

Data Collection and Use

  Roblyer, M. D., & Hughes, J. E. (2018). Integrating Educational Technology Into Teaching (8th ed.) [E-book]. Pearson Education, Incorporated. Spector, M. J., Merrill, D. M., Merrienboer, V. J., & Driscoll, M. P. (2008). Handbook of Research on Educational Communications and Technology: Third Edition (AECT Series) (3rd ed.). Routledge.

Discussion Regarding Standards-Based Teaching and Individual Student Needs

  Roblyer, M. D., & Hughes, J. E. (2018). Integrating Educational Technology Into Teaching (8th ed.) [E-book]. Pearson Education, Incorporated. Spector, M. J., Merrill, D. M., Merrienboer, V. J., & Driscoll, M. P. (2008). Handbook of Research on Educational Communications and Technology: Third Edition (AECT Series) (3rd ed.). Routledge.