Though I haven’t utilized gaming significantly within
the classroom, I’ve had the opportunity to incorporate a game within a short lesson
plan to obtain an assessment of students understanding. I think that incorporating
games within the classroom provides students who struggle with a method of
learning without it being intimidating for the learning process. With the
incorporation of technology in our everyday life, I think it is vital to bridge
the gap of using technology within the classroom to develop the future
developers and game changers. Most importantly
with Math and ELA, I think it is a great opportunity to develop and strength
critical thinking, problem solving and writing skills while still keeping it a
fun and engaging way of learning. From a student’s perspective, I believe gaming
provides them an opportunity to showcase their creative skills that they would
not have the opportunity to show case. Creative learning processes (STEAM and
STEM) allows all students to be engaged and challenge students who thrive
through different elements.
Week 12: Analysis of Glogster Educational Affordances Concept of Affordances and the Three Main Research Questions: http://zulayka.edu.glogster.com/ 1. How might the affordances of technologies be articulated? 2. Can these be developed in a taxonomy for ICT? 3. How might a critical knowledge and understanding of such affordances be used to support learning and teaching? Themes Benefits Accessibility · Students and teachers may obtain the site through classroom and/or computers within libraries. · Students must have a tutorial as they are shifting their previous learning pattern to a new innovative approach. Con: School must pay an annual membership, this may be a challenge for schools with limited budgets. Speed of Change ...
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