3. Using technology in student based learning classes.
Today’s learners are required to understand and learn by using 21st Century Skills, education institutions should be leading the way in substitution traditional resources with educational technologies, to keep up with our current digital learning population. (Sutherland, 2019)
- Students use personalized technology to produce as well as consume. Student-centered learning demands students spend at least some portion of their day working on personalized learning tasks or projects. Use of technology such as the Summit platform or the SeeSaw platform during part of their school day, allows students to post their work and projects or experiences, both parents and teachers can comment on this pursuing all members to work together to ensure the learning is not just individualized but that it is also meaningful and connected to the real-world. (Liebtag, 2017)
- It is recommended that technology be small and portable so that it can be stored away easily when not in use and not become a distraction (Knaub et al, 2016).
- Teachers can use social feedback tools to help them discover which teaching style works best by identifying student needs based on real-time feedback. Bluepulse is an application designed for that exact purpose.
- Teachers should also regularly use technology to organize the classroom structure and provide assignments digitally. Google Classroom and WebAssign are great for these (Knaub et al, 2016).
- Engaging in game-based learning teachers can deliver the lesson via interactive games. This is a type of game with defined learning outcomes, generally the game is designed to balance subject matter with gameplay and the ability of the player to retain and apply subject matter to the real world. (EdTechReview, 2013)The concept of gamifying learning has been proven the capacity to motivate students, activate knowledge, and enhance critical thinking capacities. (Edutopia, 2018) Well designed games support students by scaffolding work, enhancing content learned, incorporate kinesthetic movement as well as repetition that leads toward mastery, and reduction of students fear of failure.
- Activate - game rooted in civic participation.
- Stop Disasters - designed by the United Nations Office for Disaster Risk Reduction, students work to reduce the impact of natural disasters.
- Brothers Across Borders - crated by Danish Red Cross, combines storytelling and gameplay to introduce students to the Syrian refugee crisis.
- Planet Hunters - created by NASA, invites students to discover new planets.
- Foldit - players contribute to critical scientific research around protein folding - work with actual scientists to find ways to solve unknowns in protein structure and design.
- Text-Based Gaming, allows for interactive fiction, the player/reader makes choices that determine the outcome of the narrative (similar to Dungeons and Dragons). Because players change the narrative arc, the interactive fiction can be used to teach empathy. (Farber, 2015).
- Begscape, puts the reader in the role of a beggar
- Inform, to advance the story players must type what will happen next
- Twine, allows for multiple endings that can be posted (Free)
- A Dark Room - resource management game
- Inklewriter, where aspiring writers can share links to stories or export stories to a Kindle device.