This eBook examines a list of teaching and learning scenarios. It describes some of the ways in which hardworking teachers might be dealing with those scenarios now and how one or more of the functions of Office 365 can make things easier and better.Click here for the free download. - Stacey Dudzinski
Educational Technology and Mobile Learning has been working diligently on a variety of educational technology guides for teachers and educators. The majority of them have been posted here and, thankfully, have received a huge and unprecedented interaction from their readers.
These guides come in very handy for every teacher looking to better integrate technology into his/her teaching. They are very simple,developed in a step-by-step process, illustrated by pictures, diagrams, video tutorials, and examples, and concluded with a webliography containing links to a variety of other websites relevant to the topic under discussion. Pedagogical implications are included in the review of the web tools featured in the guides.
These guides are completely free for you to use and all that is asked by Educational Technology and Mobile Learning is that you pay credit to Educational Technology and Mobile Learning if you want to reuse them somewhere else.
- Stacey Dudzinski
Teachers can create interactive and fun games in their classes by using these fun game PowerPoint templates. These games are perfect for engaging your students in learning, particularly for reviews. Games included are Classroom Feud, Classroom Jeopardy, and Wheel of Riches (as seen above) and other game show/board game-based games.
- Stacey Dudzinski
It was more than 10 years ago when I first realized video games can have educational use. Being a fairly new teacher, I knew games could be used in learning, but was more geared toward quiz-type fact based games. My brother, David, who is a programmer (accounting software, not video games) showed me the potential of video games for learning. His son was struggling in high school despite being gifted. Both father and son share a love for multi-player computer games like World of Warcraft. David was convinced that video games required complex problem solving skills and reasoning. Turns out, the research backs up my brother’s insight. According to an article by Nancy Sardone, IQ scores are raising and many think this is due to the cognitive complexity of video games. David saw how hard his son worked to move on to the next level of the game and knew his son wasn’t being lazy in school; he was bored. In school, working hard and getting work done just means you have down time, not more challenges. David and I would have long conversations about creating video games that incorporated traditional school skills into the complex narratives of the game. Together we played around with the game, Never Winter Nights, which has a design feature for players to create their own worlds, characters, and quests. We integrated mathematical logic puzzles requiring players to solve the puzzles in order to understand the quests, such as determining which character was a liar or truth-teller in order to get the correct directions. Though nothing much came of the game we worked on, it opened my mind up to the possibilities for these video games in education. This is not to say that we should let kids play shoot-em-up games instead of science, but there may be ways to take the good qualities of games for our own purposes.
Still interested? Take a look at the research:
After attending TCEA this past week and talking with a wide network of educators in a variety of fields, it seems to me that the trends of technology in the classroom is moving in the next step. If you have not been there before, the last few days the big floor is open to vendors of a wide variety of areas as they try to pitch their new item for use in your school. In years past, it felt that the theme was at the beginning stage of integrating technology, such as "Check out this cool (insert item) that you can use in your classroom". This year, it seemed that there was a progression of less on the new but a larger focus on how it can be used in the classroom. I saw this as a statement to show that technology integration in the classroom is not going away, but constantly evolving to meet the needs of our learners, whether that is students or teachers.
It has been said that there is a process of technology integration. A four step plan, as it were, for transformative teaching with technology. We start by replacing what we have always done with a technology tool to do it. We have always read "To Kill a Mockingbird," but now we read it in iBook. No real change in instruction just a substitution of technology instead of paper. If the prospect of technology in every student's hand scares you, start here. You don't have to change overnight. Look for ways to use the technology to do what you have always done. Better to take baby steps than ignore change entirely.
The second step involves adapting, or augmenting, your previous instruction with technology tools that make things easier. For example, assign a multiple choice test in My Big Campus so students can have immediate feedback. Use a drawing app, type your essay, or do a google search. Most of us have already found ways to augment our old lessons in slightly new ways.
Now the changes start to take place. The tool becomes more important as you create lessons not possible without technology. Modify your lessons to incorporate technology. Truth is we have been doing this step as well. Anytime you ask your students to create a PowerPoint in the computer lab you are modifying with technology. Look for some new ways too. Allow students to play an educational game, create a presentation in Prezi, or make a "poster" in Pic Collage.
In the final step we redefine education. This is the step that scares some of us the most. Here we refocus our role as teachers and what education is meant to do. Flipping your classroom and project based learning are examples of redefinition. But so are letting students blog, having students create educational videos to teach the class, or video conferencing. When we use technology to restructure our instruction we are reaching the highest level of technology integration.
With all this said maybe you can see where you fit on the line. Just because you are "not a technology person" doesn't mean you can make technology fit in the classroom. Just as our students come to us on different levels and with different experiences, teachers do too. Stepping just a little bit out of what is comfortable is what leads to learning. It doesn't have to be a leap in the dark, just a small step out the door to lead you on a path worth traveling.
"TCEA is a member-based organization devoted to the use of technology in education. Our primary focus is on integrating technology into the PreK-12 environment and providing our members with state-of-the-art information through conferences, workshops, newsletters, the Internet, and collaborations with higher education and business" (http://www.tcea.org/)
Our Instructional technology team will be attending the annual TCEA Convention, and will be off campus February 2-6. We will be attending workshops and learning about the newest and most effective classroom tech.
Research is showing that Digital Natives are fascinated with playing games on devices, so why not use electronic gaming to teach?
Read this article on the benefits of gaming and learning: http://www.medicaldaily.com/how-video-games-can-help-children-succeed-school-246201.
- Stacey Dudzinski