Monday, February 27, 2017

Making Learning Fun With Kahoot!


A Kahoot! is a free game-based learning program that makes subjects fun to learn, it works in any language, on any device, for all ages! A Kahoot is a collection of questions on specific topics. It's created by teachers, students, business people and social users, they are asked in real-time, to an unlimited number of “players”, creating a social, fun and game-like learning environment. It works in any language, on any device, and for all ages!

A Kahoot is a collection of questions on specific topics. Created by teachers, students, business people and social users, they are asked in real-time, to an unlimited number of “players”, creating a social, fun and game-like learning environment. Here is the way how to create a fun learner game:

create
a fun learning game in minutes by Singh up for free. It made a series of multiple choice questions. Add videos, images, and diagrams to your questions to amplify engagement!

Play
Kahoots are best played in a group setting, like a classroom. Players answer on their own devices, while games are displayed on a shared screen to unite the lesson – creating a campfire moment’ – encouraging players to look up.

Share
Social learning promotes discussion and pedagogical impact… whether players are in the same room or on the other side of the globe! After a game, encourage players to create and share their own kahoots to deepen understanding, mastery, and purpose.

Players answer questions displayed at the front of the room on their personal device, motivated to answer correctly and score the most points. The faster someone answers a question correctly, the more points they get. The top 5 highest points scorers are displayed on the leaderboard at the front in-between each question, and the ultimate winner is shown at the end. Results, including who answered what for each question, can be downloaded afterward.

This is an example of Ms. Irma Molina's 6th-grade class Math class used Kahoot! to learn about mix numbers, fractions, and whole numbers.


References
Cook, J. 2014. (teacher). The Agony and dx/dt. Retrieved from URL http://mrscookkhs.blogspot.com/2014/02/kahoot.html
Molina, I. (Oct 23, 2015) Ms. Irma Molina's 6th-grade class Math class used Kahoot! [video file]. Retrieved from URL https://youtu.be/z8YWsjur-Vc

Saturday, February 25, 2017

Useful Apps for Students

Best useful Apps for Students

According to the new research, 81 percent of students found they use mobile devices (such as smartphones and tablets) to study, the second most popular device category behind laptops and up 40 percent year over year. Of the different types of learning technologies available, students found that adaptive learning technologies were the most effective, with 85 percent indicating a moderate or major improvement in grades. Teacher Recommended: 50 Favorite Classroom Apps there’s (almost) an app for everything nowadays, and this can make student life easier, cheaper, safer and more fun. Whether the student wants help with taking notes, revising, waking up on time or keeping fit.Apps can give very limited and selective, and unuseful information after you select (filter) the topics you’re interested in.

News apps can be limited so they only show news you are interested in, but that can take away the big headlines and news that an ordinary newspaper would show easily. In the New York Times article “All the News You Want, When You Want It”(Sep.21 2011), writer Mickey Meece states (about news apps) “I feel informed, but I always have the nagging feeling that I missed something important or that I am reading the news superficially.” Because of this, if you were to use a news app for a school project, you might not be getting the most relevant information that you could be getting due to the filters and restrictions you previously set on the app, without even knowing. News app tends to display different, less useful information than newspapers and websites.

Refrences
Kelly, A. (2017). [desighner]. The 70 Best Apps For Teachers And Students.Retrieved from URL https://www.pinterest.com/pin/340514421805981686/

Thursday, February 23, 2017

Ways to increase student engagement using technology

According to (Schwartz, 2015) students are quickly becoming more comfortable with classroom technology, allowing them to shift from thinking about the technical side of integrating a new tool to focusing on how it improves learning. While the sheer number of education apps is still overwhelming, increasingly teachers have found what works for them and are sticking to them.Most 12-year-olds love playing videogames -- Thomas Suarez taught himself how to create them. After developing iPhone apps like "Bustin Jeiber," a whack-a-mole game, he is now using his skills to help other kids become developers. (Filmed at TEDxManhattanBeach.)




According to (Erbaggio 2016), online technologies can be used as powerful tools to realize these principles in language and culture education. Course Management Systems (CMS), for example, with their integrated communication tools such as email, chat, and discussion boards can create effective learning environments by making learning more social, enjoyable, and less stressful (Carmean & Haefner, 2002). The deployment of a CMS facilitates cognitive processes in language learning (Hanson-Smith, 2000).

I believe when students have this technology, they can create things and they have the opportunity to engage with each other. They can innovate things…. when they have photoshop in front of them and I say do this, this, and this, what they can create is always going to be complete, uniquely different. And, they become artists with that or they become filmmakers, or they become web designers. Like they can take on a lot of really advanced roles, and I think that’s something that technology does uniquely provide because you can’t be a web designer without that technology.You can’t create a film without that technology. And, I feel like that’s really different than a textbook.


References
Schwartz, K. (February 27, 2017). Teacher Recommended 50 Favorite Classroom Apps. Retrieved from URL https://ww2.kqed.org/mindshift/2015/07/29/teacher-recommended-50-favorite-teaching-apps/
Suarez, T. (Oct 24, 2012). [video life]. A 12-year-old App Developer | Thomas Suarez. Retrieved from URL https://youtu.be/Fkd9TWUtFm0
Erbaggio, P., Gopalakrishnan, S., Hobbs, S., & Liu, H. (2016). Enhancing Student Engagement Through Online Authentic Materials. IALLT Journal of Language Learning Technologies, 42(2).
Wolfram. (February 27, 2017). Wolfram Technology System for K–8 & Primary Schools. Retrieved from URL https://www.wolfram.com/education/elementary-schools/