Below is a link to a PowerPoint presentation on a game scenario which involves school policies and procedures.
http://dl.dropbox.com/u/60651445/Game%20Scenario.pptx
Sunday, March 4, 2012
Enhancing teaching and learning through the use of Edmodo
- Students can chat and collaborate in real time sharing their opinions and views on a given topic.
- Students can share examples of their work for assessment.
- Students and parents can access classroom work if they are not present or view what topics will be addressed in the future.
- Students can upload work directly to the teacher for grading.
- Classrooms can connect with other students from other schools to broaden the learning environment.
- Teachers and students can work simultaneously on writing prompts giving immediate feedback when necessary.
Philosophy of Using Games in the Classroom
Games should be incorporated in
the classroom setting. Playing games
encourages the use of strategy, planning, coordination, and higher order thinking
skills depending on the type of game one is engaged in. These skills can be applied to real life
situations and games are a great way of getting students excited and motivated
about a particular subject. Learning
that occurs through the act of play can appear less intimidating, more fun, and
can even provide a level of engagement not produced through traditional modes
of education (ie. chalk and talk). Many
skills including digital media literacy and online citizenship can be developed
through game playing or game designing scenarios. In addition, implementing these types of
programs are relatively simply from a coordination perspective because all schools
have access to computers and the Internet.
Even districts that feel they have a greater digital divide can utilize
student friendly game programming sites because they are often free. I think if we don’t utilize games in the
classroom we are certainly missing a profound opportunity to engage our
students in a way that has a positive influence on their digital future.
Teachers Using Games in the Classroom - GameStar Mechanic
Sunday, February 26, 2012
Using Edmodo to Enhance ELA Instruction
Creating an account on Edmodo was rather simple as was
navigating the site. For this reason alone,
I think this is a great resource as a teaching tool. Another benefit is the look and layout of the
site. Edmodo uses a format very similar
to Facebook, which most students are familiar with. In addition, parents can have access to the
class site, which provides real time communication of assignments. Students can use this site as a way of communicating
questions for homework assignments, blogging with classmates or small groups,
and can also provide a meaningful way to collaborate with other classes for a
multi-disciplinary approach to education.
Students who need differentiation can benefit as reminders can be
provided individually or via the groups.
Another benefit of the site is that students can practice appropriate
online communication. Finally, one issue
we have been discussing constantly this year at our district conferences is the
importance of documentation of student work when the new APPR goes into affect.
Through Edmodo we can create student portfolios, track group discussions, and have
immediate access to it all.
Shared Article on Technology and Adolescence
Growing Up Digital, Wired for Distraction
By MATT RICHTEL
Published: November 21, 2010
Review:
The New York Times has a series entitled, “Your Brain on
Computers.” Columnists contribute stories highlighting the identification of negative implications on the constant use of technology. In the article, “Growing up Digital, Wired
for Distraction,” Matt Richtel describes students at Woodside High School, a high school located in Silicon Valley. This school is committed to full integration of
technology in the classroom through the use of texting, I-Pads and apps, and teacher/student communication via websites which teachers build themselves. All of these tools appear to help enhance the
21st century learner on the surface.
However, the crux of the article is the identification
of the distraction 21st century learners are facing. Without boundaries students are meshing their educational and personal computing experiences with negative effects. The author notes, students don’t
simply use their home computers for homework or educational purposes, they are
used for entertainment and by in large are not supervised during these endeavors. Students are trying to manage blogging for
class, searching YouTube videos, collaborating on websites, and playing video
games all while trying to write their English essays. Students are having a hard time
compartmentalizing their experiences and therefore their school work is
suffering. The article highlights one
student in particular, Vishal Singh, who is identified as one of the smartest
students at Woodside High School.
However, his grades have dropped from A’s to D’s as a result of his
technology interests. He is having a
hard time managing what is required with his personal interests because he is often distracted while trying to complete homework.
I recommend this article because it allows us as educators to
reflect on the technology experiences of our students. The focus is not on the use of technology for
technology sake, but making sure students are making the most out of their
experiences. We will need to consider the
pros and cons and comparisons of technology use inside and outside of the
classroom.
Monday, February 20, 2012
Game Based Lesson Plan - Understanding the Games People Play
Understanding
The Games People Play
Grade
level: 9th Grade
Common
core standards:
Text
Types and Purposes: Standard 2
Production and Distribution of
Writing: Standards 4,5 and 6
Learning Outcomes:
Recognize the
need for rules and regulations in games as well as in life.
Explore the concept
of contracts and identify their importance in promoting the common good.
Identify
characteristics that lend themselves to social contracts.
Identify ways to
promote the common good by entering into social contracts.
Identify attributes
and benefits of the game of Scategories
Brainstorm
projects that promote the common good by entering into social contracts
that revolve around the playing of the game of Scategories
Deal games pieces
according to game-playing etiquette.
Use mental
arithmetic to count points for a round.
Practice
interpersonal communication and collaboration following game rules.
Reflect on new
learning from the game Scategories.
Instructional
activities
Students will explore how game rules and strategies apply to
life and what it means to play the game and contribute to the common good.
Students will learn about concepts of contracts and make
an analogy between civil society and the "game of life"
which includes rules and relationships.
Small groups will create their own board game using Photoshop and
Illustrator to create and design the game elements such as cards, game pieces,
and the board itself. They will also
have to establish rules and a system of rewards and punishments. The overall
goal is to create their version of an idealized society.
Assessment: In small groups students will play each
other’s newly developed game. They will
evaluate the games based on a provided rubric as well written feedback about
the overall experience.
Debriefing
How do games rules and strategies
apply to life? Learners explore the
role games play in enhancing the common good, and can identify those
characteristics. Students need to be
able to define the concepts of contract and social contract
and make an analogy between civil society and games people play
(includes rules, trust, and relationships). Through learning and playing
the game Scrabble, students learn and practice life/social skills (problem
solving, good character, interpersonal communication, collaboration, and
discipline). They also learn valuable study skills of concentration
and critical thinking.
What
cognitive skills and new literacies do this game help to cultivate?
New
literacies addressed in this lesson are proficiency in use of technology tools,
as well as critical thinking, problem solving and evaluation skills. Throughout this lesson students are using
higher order thinking in order to create a new game considering identification of
a goal or problem, establishing rules in a clear and informative way to help inform
the players how to navigate their game, evaluate their game’s effectiveness,
and communicate their ideas in a written format.
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