PLO 3 - Use technology to facilitate appropriate assessment and evaluation strategies and determine the effectiveness of technology in curriculum or instruction.
In this report, I use a Maturity Benchmark Summary to assess a school's use and utilization of technology. This assignment reflects my understanding of PLO 3 because I apply my research and assessment skills to investigate and analyze data in determining the strengths and areas for improvement in the use of technology. I created graphs in Canva to represent the data I collected to report the school operating at an Integrated level for their technological applications. This school could use this information to get a better picture of where they could expand their uses of technology.
In this annotated bibliography, I researched and made a collection of studies and scholarly articles about Collaborative Learning. For each study, I summarized its findings and cited the sources in APA format. Some highlights I collected are findings about Game-Based Learning, AI as a method of targeted personal learning experiences, and the socio-emotional impacts of collaborative learning. This artifact depicts my understanding of PLO 3 as I utilize access to digital databases to research and synthesize information about a learning theory I wish to further apply and improve on in my own teaching practice.
In the field of education, we are often assessing the performance of our students. However, it is just as important to assess the effectiveness of the programs created to support and assess the learner. In this paper, I put my evaluation skills to the test as I determine how well the RESET program helps struggling students as an academic, behavioral, and attendance intervention. The driving force of this program is to offer assistance to freshmen and sophomore students, without IEPs, while implementing restorative practices and positive behavioral reinforcements during an in-school two-day program. The experience is to better support student's transition back into the classroom, better equipped with more productive strategies to achieve better success. This artifact further demonstrates my understanding of PLO 3 as I assess the efficacy of a program used to support students.
In this report, I analyze a gamified e-learning scenario for techniques that demonstrates maximum cognitive support for the learner. I look closely at how the program selects important learning content, manages the information load, integrates words and images, and builds opportunities for the learner to retrieve and transfer their new learning. In this artifact, I display my competency in PLO 3 by demonstrating my knowledge of how people learn new skills best and by further evaluating the design of an immersive real-life learning scenario. Through my analysis of this e-learning example, I have a deeper understanding of how to better simplify graphics and words, so as not to overload my learner and to incorporate the learner as a character in the scenario of their own learning.