-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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