TPACK Quest
Throughout this course, I have completed a variety of badges but I found that the Gamification Badge, Digizen Badge and the Problem-Based Learning Badge were most impactful to me because they provided me with opportunities to learn how to effectively integrate technology in the classroom.
I really enjoyed completing the Gamification Badge because I had been introduced to this technique in a previous course about video games in the classroom. I learned that teachers might want to use game mechanics/elements as instructional strategies to provide their students with a better learning experience. When a game based concept is applied to curricular content, students become more engaged because they are enjoying “playing” the game. Better engagement leads to higher levels of recall and retention as well. For example, at prodigygame.com students can play a series of games that entertainment and learning. Students are able to play games online that require students to test their math skills in order to advance in the game. Additionally, another important reason for teachers to use game mechanics/elements as instructional strategies is to ensure that most learning needs are being met in the classroom. Using gamification allows teachers to modify lessons according students’ different levels of cognitive ability. This helps to ensure that all students are meeting their academic goals and having fun meantime.
I also enjoyed completing the Digizen Badge because I think it is essential for students to understand the importance of having an appropriate online presence as well as how to stay safe online. I found the resource “Webonauts Internet Academy” to be particularly useful in the classroom setting because it uses online games to teach students how to navigate the World Wide Web. Not only does this resource use gamification to engage students, but it also follows the motto – Observe, Reflect and Contribute. One way we as teachers can ensure our students are staying safe online is to help them build the necessary skills to decipher between authentic and inauthentic posts. Webonauts Internet Academy achieves this by requiring students to complete a series of missions which test their online navigation skills. Additionally, the game teaches children another important skill in order to stay safe online – securing their online identity. This is essential for students to understand how to contribute to the online community in an appropriately and safely. The internet is a critical tool for today’s students and it essential that students are aware of the dangers it can possess – Webonauts Internet Academy is a fun and effective resource that helps achieve this.
Finally, the last badge I want to touch on is the Problem-Based Learning Badge. Problem-based learning is based on the messy, complex problems encountered in the real world as a stimulus for learning and for integrating and organizing learned information in ways that will ensure its recall and application to future problems. Problems are raised at the start of the topic, before they have been taught some of the relevant knowledge. By actively engaging with the problem, learners develop skills around finding information, identifying what information they still need and possible sources of that information. Learners are able to connect what they are learning in class to their own lives and important issues in their world. I relate this learning strategy to our Genius Hour projects because it requires students to tackle a challenge of their choice over a period of time, drawing on resources to produce a final product. Using problem-based learning in the classroom ensures that students are developing the necessary skills to identify problems, conduct research, and have the initiative and independence to produce a final product.
I really enjoyed completing the Gamification Badge because I had been introduced to this technique in a previous course about video games in the classroom. I learned that teachers might want to use game mechanics/elements as instructional strategies to provide their students with a better learning experience. When a game based concept is applied to curricular content, students become more engaged because they are enjoying “playing” the game. Better engagement leads to higher levels of recall and retention as well. For example, at prodigygame.com students can play a series of games that entertainment and learning. Students are able to play games online that require students to test their math skills in order to advance in the game. Additionally, another important reason for teachers to use game mechanics/elements as instructional strategies is to ensure that most learning needs are being met in the classroom. Using gamification allows teachers to modify lessons according students’ different levels of cognitive ability. This helps to ensure that all students are meeting their academic goals and having fun meantime.
I also enjoyed completing the Digizen Badge because I think it is essential for students to understand the importance of having an appropriate online presence as well as how to stay safe online. I found the resource “Webonauts Internet Academy” to be particularly useful in the classroom setting because it uses online games to teach students how to navigate the World Wide Web. Not only does this resource use gamification to engage students, but it also follows the motto – Observe, Reflect and Contribute. One way we as teachers can ensure our students are staying safe online is to help them build the necessary skills to decipher between authentic and inauthentic posts. Webonauts Internet Academy achieves this by requiring students to complete a series of missions which test their online navigation skills. Additionally, the game teaches children another important skill in order to stay safe online – securing their online identity. This is essential for students to understand how to contribute to the online community in an appropriately and safely. The internet is a critical tool for today’s students and it essential that students are aware of the dangers it can possess – Webonauts Internet Academy is a fun and effective resource that helps achieve this.
Finally, the last badge I want to touch on is the Problem-Based Learning Badge. Problem-based learning is based on the messy, complex problems encountered in the real world as a stimulus for learning and for integrating and organizing learned information in ways that will ensure its recall and application to future problems. Problems are raised at the start of the topic, before they have been taught some of the relevant knowledge. By actively engaging with the problem, learners develop skills around finding information, identifying what information they still need and possible sources of that information. Learners are able to connect what they are learning in class to their own lives and important issues in their world. I relate this learning strategy to our Genius Hour projects because it requires students to tackle a challenge of their choice over a period of time, drawing on resources to produce a final product. Using problem-based learning in the classroom ensures that students are developing the necessary skills to identify problems, conduct research, and have the initiative and independence to produce a final product.
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