Incorporating Technology and Collaboration in Classrooms

The purpose of the online educational game is to evaluate the effects and success of student’s ability to learn incorporating technology. We were placed in random groups which consist of early childhood, elementary, and post-secondary education majors. There was an instant connection between our group which we were comfortable around each other and we’re able to easily interact with each other. The objective of the educational game is that within our group, we would examine an online game that satisfies student’s ability to think fast enough to pair the vowel pairs to the correct word.  We then created a rubric and a presentation about our chosen game.
Finding a game was not time consuming for us. Individually, we searched on the internet for online games that interest us before we got to our groups. Once we got into our groups we collaborated on the games we chosen individually. One of our group member found a game on the website, abcya. We all came to an agreement about the game she had chosen to be used as our online educational game. We started getting our hands on playing the game, making sure we become experts of the game. We then start to formulate our rubric comprise of four categories: graphics and sound, ease of use/age appropriate language, visual and design, and accessibility. Our rubric is straightforward, which we rated it from exemplary (3), satisfactory (2), and needs improvement (1). According to, Eric Klopfer, Scot Osterweil, Jennifer Graff, and Jason Haas, they mentioned that “The majesty of well-designed learning games and simulations is that through technology they present a scaffolded, simulated world in a manner that makes it more digestible and engaging for students.” (p.11) With the online game assignment, we become aware of the numerous ways in which students are able to actively engage and enjoy learning.
Coconut Vowels is aimed at the 3rd to 5th grade level. It provides practice in spelling and getting to know combine vowels and the sound associated with it. This game is convenient towards the targeted age group because there are levels of difficulty comprise of easy, normal, and hard. With each difficulty option, it gives students the opportunity to learn new words, the ability to think fast, and combining vowel pairs together.
For our presentation tools, we first use Canva. Canva allows users to create document types from PowerPoints, brochures, and so forth, as well as photo editing tools, and formulate graphs. It is a fairly simple presentation tool and the designs are spectacular. We started to outline our points on what we are going to talk about in our presentation onto Canva. With Canva, we are able to share our presentation to our group members. However, only one person is able to log in and edit the presentation. We are not given the opportunity to simultaneously collaborate on the presentation at once. Nonetheless, as a group, we discuss on another presentation tool, called Prezi. We all concurred that instead of using Canva we would use Prezi. Prezi is a map like schematic which we are able to zoom in on desired details and out to reveal the whole presentation context. With Prezi, we were fond of the animation and it was amusing. Canva and Prezi lacked the sharing capabilities. In order to get a better use of the presentation tools, we would have to purchase the tools in order to access more components on them. Other tools that we also utilize was Kahoot and Screencast-o-matic. Kahoot is where we were able to create a quiz refresher before we get into our actual game. It can be access of any device and all users would need it a code to begin the quiz game. Screencast-o-matic is where we are able to create live videos on how to begin playing the game.
For our communication tool, we utilize Whatsapp. One group member created a Whatsapp group specifically for the ED271 class. It was extremely convenient because we always have our phone and we respond to each other quick. We also utilize the Whatsapp video calling when we had difficulty figuring out the sharing option on Canva; whether or not the group can simultaneously work on the presentation at once.
Overall, the use of technology and online games allows us to find innovative ways to teach lessons to children. According to Noel Bitner and Joe Bitner (2002), they stressed that “Teachers must learn to use technology and must allow it to change their present teaching paradigm.” (p. 1) These young are our future generations, so as teachers we have to provide the best instruments necessary to educate and prepare students for the future. Through this assignment, it is guaranteed that the tools we have used are what I am going to carry with me into my classroom. However, I will utilize other technology tools to shape these children to adapt into the 21st century to be technology efficient. Technology caters to various learning styles, and enhances learning experience to the children

References:

Bitner, N. & Bitner, J. (2002). Integrating technology into the classroom: eight keys to success. Journal of Technology and Teacher Education, 10(1), 95-100. Norfolk, VA: Society for Information technology and Teacher Education.
Klopfer, E., Osterweil, S., Graff, J., & Haas, J. (2009). Using technology of today, in the classroom today. The Education Arcade, (p. 1-23). Massachusetts Institute of Technology. 


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