instructional tech in english

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Instructional Technology in the English Classroom Jeff Everhart Instructional Technology Trainer Digital Education Collaborative

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

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Page 1: Instructional Tech in English

Instructional Technology in

the English Classroom

Jeff Everhart

Instructional Technology Trainer

Digital Education Collaborative

Page 2: Instructional Tech in English

What is Instructional Technology?

Page 3: Instructional Tech in English

Technology should be used to support objectives

Page 4: Instructional Tech in English

Bloom's Taxonomy

Page 5: Instructional Tech in English

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

Page 6: Instructional Tech in English

Interactive Whiteboards

Page 7: Instructional Tech in English

Gamification and Games-Based Learning

• 77% of American households own a videogame

system

• Average age of gamers: 37 years old

• 55% of gamers play on mobile devices

Page 8: Instructional Tech in English

The Three Levels of Games

• Dynamicso By which rules does the player interact with the game?

• Mechanicso What is the point of the game?

o What conditions need to be met for success?

• Aestheticso Does this look and/or feel like a game?

o Does it possess the conventions of a game? (ie. Levels, points, badges,

etc.)

Page 9: Instructional Tech in English

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)

Page 10: Instructional Tech in English

Gamification• Application of game aesthetics to a non-game

setting

• Examples include badges and leader points

• Typically used to increase motivation or

engagement

Page 11: Instructional Tech in English

Applications of Gamification

• Gamification has been widely applied in non-

educational contexts

• Cash-back rewards

• Customer loyalty

Page 12: Instructional Tech in English

So, what role can games play in education?

Page 13: Instructional Tech in English

The Idea of “Play”

Page 14: Instructional Tech in English

Games to Learn Content • River City Project, Harvard University

Page 15: Instructional Tech in English

Hero 1• Teaches English language skills to Arab students

Page 16: Instructional Tech in English

Games to Learn Skills

Page 17: Instructional Tech in English

Lumosity, cont.

Page 18: Instructional Tech in English

Where to next?