Pre-service teacher at Ball State University | Elementary & Special Education | Tutor | RBT | Made for Education Foundation and Philosophy class purposes.
@GamingPhilosop6 There are some valid concerns in using games in the classroom. One that I can think of is the use of games that have words may be difficult for kindergarten and students with reading disabilities. Opt of games that use pictures as well to assist these students!
@GamingPhilosop6 Liza has some good opinions! Also, you can implement games specific to the discipline you are teaching. There are TONS of literacy and math board games teachers can use to reinforce knowledge. Check this out for more information on literacy games! https://t.co/FUxOSfkyEc
@GamingPhilosop6 In a classroom that implements games, based off of prior knowledge from my undergraduate courses, the teacher should:
- State the objective to give meaning to the game
- Convey expectations at the beginning of the lesson
- Model correct behavior
- Talk about consequences
@GamingPhilosop6 Byun, J., & Joung, E. (2018). Digital game-based learning for K-12 mathematics education: A meta-analysis. School Science and Mathematics, 118(3-4), 113โ126. doi: 10.1111/ssm.12271
@GamingPhilosop6 Digital games, such as educational video games, have been reported as an effective educational approach that can improve student motivation and performance in the classroom! It is fun and effective, what more could we ask?
@GamingPhilosop6 ISTE E standard -
6c - Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
7a - Provide alternative ways for students to demonstrate competency and reflect on their learning using technology.
@GamingPhilosop6 ISTE S standard -
1c: Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways. (Like Kahoot!)
@GamingPhilosop6 Anastasiadis, Theofylaktos & Lampropoulos, Georgios & Siakas, Kerstin. (2018). Digital Game-based Learning and Serious Games in Education. 4. 139-144.10.31695/IJASRE.2018.33016.
@GamingPhilosop6 Gokbel, E. N. (2020). Online Collaborative Learning in Pre-Service Teacher Education: A Literature Review. In E. Alqurashi (Ed.), Handbook of Research on Fostering Student Engagement With Instructional Technology in Higher Education (pp. 288-304). Hershey, PA: IGI Global.
Kelly, I definitely agree that standards are not written with post-grad life in mind. Career planning is something I wish was implemented into my time in high school, for sure. Heres another article with some helpful tips! https://t.co/7MAYroZYNX @preparing2teach
The standards are meant to prepare students for college or careers, but so many students have no idea what they want to do after high school. Love how this article addresses ways to incorporate career planning into curriculum. #careerready@preparing2teach https://t.co/8f3I2lZ17u
Whether it be monitoring emotions through dance, using music to increase focus or developing empathy with drama, the arts can play a vital role in increasing social-emotional awareness and learning in the classroom! @preparing2teach#SEL#artsmatter#studentvoice
Whether itโs dance, music or drama, the arts pull you into a different world. Hereโs how you can integrate social and emotional learning into those experiences for elementary school students. https://t.co/b4V5BBiroL
A recent study shows that teachers who help students improve non-cognitive skills have a greater impact than those who help raise their standardized test scores. These skills prepare students for real life events after graduation! @preparing2teach#studentvoice#preparenotcompare