Please follow this link to view my presentation on the importance of professional development and why educators should be a part of professional organizations:
https://youtu.be/ECFRcFkymNo Gaming in the Classroom Gamification and gaming in the classroom are relatively novel topics in education. Many believe that gaming in the classroom engages and motivates learners, leading to student enjoyment and learning. However, many are cautious about the content, context, and connection to standards and curriculum. With little research and evidence in this area, teachers must be thorough when investigating the use of games in the classroom. In my opinion, when done right, gaming in the classroom benefits all relevant stakeholders. Students are engaged and motivated, teachers have the opportunity to collect data on student responses and performance, and parents hear and see the excitement that their children have for school. In addition, students may be able to use these games/websites at home for further reinforcement. Roblyer & Hughes (2019) highlight some of the challenges associated with gaming in the classroom to be: focus on learn...
As highlighted by Roblyer & Hughes (2019) in chapter 4, data collection and analysis tools are beneficial to both teachers and students in their ability to collect, analyze, and visualize data. Primarily, it greatly benefits the teacher in reducing the time it would take to collect, analyze, and provide feedback to students. This is also beneficial to students when they understand the process that is taken to create this data. I collect data from my students every day. For starters, I record their homework/test/quiz/and project grades in the online program Gradelink. In addition, I incorporate virtual activities that are assigned online such as google forms, Kahoot!, and teachers pay teachers digital activities. I love how easy it is to collect and analyze students individually, and comparatively. I agree with Burns (2015) when she states, “Locating the right tool, building data collection into your routine, and making a plan based on student understanding are important steps to fo...
https://youtu.be/AUWUOHeoKw8 Assistive Technology Equality verses equity is a hot topic in all levels of education. Equal experiences and opportunities do not necessarily meet the needs of unique learners. Safir (2016) highlights the important difference between these buzz words by saying “If equality means giving everyone the same resources, equity means giving each student access to the resources they need to learn and thrive” ( Equality vs. Equity). I always try to teach my students that each person will be given the tools that they need to be successful, and that these tools may be different for everyone. I model this for them through an activity where an “injury” card is dispersed to each student. Examples are things like a paper cut, broken leg, bruised knee, etc. Then students are all given a Band aid to heal their injury. Students that have serious injuries often get very upset, they explain that a Band a...
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