Your SlideShare is downloading. ×

Instructional Tech in English

125

Published on

This presentation goes over some applications of instructional technology in the English classroom.

This presentation goes over some applications of instructional technology in the English classroom.

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
125
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
0
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. Instructional Technology in the English Classroom Jeff Everhart Instructional Technology Trainer Digital Education Collaborative
  • 2. What is Instructional Technology?
  • 3. Technology should be used to support objectives
  • 4. Bloom's Taxonomy
  • 5. Audience Response Systems Clickers Mobile Polling (Poll Everywhere, Poll Daddy) Built in Polling Systems (Interactive White Boards) Targets knowledge and understanding levels of Bloom’s Taxonomy • Allows for formative assessment and peer instruction • • • •
  • 6. Interactive Whiteboards
  • 7. Gamification and GamesBased Learning • 77% of American households own a videogame system • Average age of gamers: 37 years old • 55% of gamers play on mobile devices
  • 8. The Three Levels of Games • Dynamics o By which rules does the player interact with the game? • Mechanics o What is the point of the game? o What conditions need to be met for success? • Aesthetics o Does this look and/or feel like a game? o Does it possess the conventions of a game? (ie. Levels, points, badges, etc.)
  • 9. Oh, what’s in a game? • Possesses game mechanics. In other words, governed by rules. • Constant feedback • Rewards at unpredictable intervals • Some element of competition • Some aspect of non-productivity (fun or play)
  • 10. Gamification • Application of game aesthetics to a non-game setting • Examples include badges and leader points • Typically used to increase motivation or engagement
  • 11. Applications of Gamification • Gamification has been widely applied in noneducational contexts • Cash-back rewards • Customer loyalty
  • 12. So, what role can games play in education?
  • 13. The Idea of “Play”
  • 14. Games to Learn Content • River City Project, Harvard University
  • 15. Hero 1 • Teaches English language skills to Arab students
  • 16. Games to Learn Skills
  • 17. Lumosity, cont.
  • 18. Where to next?

×