Tuesday, October 18, 2016

blog post #5

-Personally, I dislike the fact that Web 2.0 tools are no longer used as a classroom element due to ELA standards. Web 2.0 tools have proven to be useful in numerous ways in that they make students’ creators, rather than just memorizers. The type of tools offered through Web 2.0, including but not limited to SlideShare, Engrade, Animoto, and our beloved Prezi, present new ways of creating, collaborating, editing and sharing user-generated content online. Not only are these tools easy to use, but they also have the potential to expand opportunities for students – particularly by providing them an authentic audience and allowing them to interact with peers worldwide. A noted Web 2.0 tool that is not to my liking ( at least within the classroom setting) is Yugma. Teachers can use this conferencing feature to share their entire desktop in real-time. Although this tool could be useful in one-on-one advising with students, I don’t see how it could be useful during class time.

-As an educator I would use Web 2.0 tools to make instructing students easier, and for students to collaborate with both one another and myself. Web 2.0 tools save time, help people to stay more organized, and usually take up little space on the computer. I feel as if the web-based tool Teacher Planet would be extremely useful to me as a future teacher. This application is a one-stop spot for teacher resources. Teachers can download any number of lesson plan templates, worksheets, ESL-specific resources, and other tools. The idea of being able to both share and receive successful educational work from other teachers seems great and very helpful to me.
 LINK : http://www.teacherplanet.com 

-After reading through Chapter 12 the concept of Gamification in classrooms really struck me because of its convergence of game elements and instructional content in order to increase student motivation and interactivity, encourage creativity, and deepen understanding of content. One example of gamification in the classroom is ATOMS. These are the 21st century version of building blocks, which turn electronics, science and design into a fun game. These electronic blocks allow students to create, test their own inventions, and experiment with how electronics work. I believe the idea and work of gamification has a bright future in the world of education, especially because of the technological era. These fun and educational games are staples for teaching and learning alike. Examples of this range from intriguing manipulatives, and complex role-playing games, to video-style games as the framework of play.
 

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