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Instructional
Technology in
the English
Classroom
Jeff Everhart
Instructional Technology Trainer
Digital Education Collaborative
What is Instructional
Technology?
Technology should be
used to support objectives
Bloom's Taxonomy
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
•
•
•
•
Interactive Whiteboards
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
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.)
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)
Gamification
• Application of game aesthetics to a non-game
setting
• Examples include badges and leader points
• Typically used to increase motivation or
engagement
Applications of
Gamification
• Gamification has been widely applied in noneducational contexts
• Cash-back rewards
• Customer loyalty
So, what role can games
play in education?
The Idea of “Play”
Games to Learn Content
• River City Project, Harvard University
Hero 1
• Teaches English language skills to Arab students
Games to Learn Skills
Lumosity, cont.
Where to next?

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Instructional Tech in English