The games can be set-up to be completed remotely. Redefinition: The highest level of SAMR could be reached by having students collaborate and compete together outside of the classroom. Another functional improvement in the asynchronous games is the ability to play more than once for extra review. There are countless ready-to-go games, all searchable and editable. Modification: The level of modification allows us to make (or modify) the activity into something more integrated with technology, meaning there is significant task redesign.Blooket also offers nine different games, to differentiate by interest. Blooket allows teachers to add images to a game. Augmentation: At the level of augmentation the technology acts as a direct substitute, but also includes some functional improvements.An example of using Blooket at this level would be if the teacher hosted a game at the end of a unit rather than giving a paper/pencil test. Substitution: At this level, the technology acts as a direct substitute, with no functional improvements.Blooket, depending on how it is used, can be at all four levels of SAMR. We can use this model as a guideline to analyze how we’re using technology tools in the classroom. Ruben Puentedura, suggests that technology implementation has four levels. Blooket allows students to practice skills they will use in the future, as many classes and careers will require students to use technology and to work through various steps of lessons or projects to completion. We are preparing our students for a world that doesn’t exist yet, but most jobs do require independent motivation and knowledge of technology. Games can be set-up so that students play at the same time or play asynchronously at any time. This tool would work well with flipped, blended, and remote learning lessons, as students could complete the games at home or in school. Kolb describes extended learning as an opportunity for students to learn, connect, and collaborate outside of the regular school day and as a bridge between the school day and real-life experiences. All of this enhances students’ learning and offers a more sophisticated and deeper understanding of the content. This demonstrates understanding better than just reading the text and it puts students virtually into the games. Activities are not isolated in workbooks or stand-alones – the games and activities are designed for review and formative assessment. Depending on the type of questions asked, this tool enhances learning goals because it allows students to demonstrate a more sophisticated understanding of the content by answering questions throughout the nine games on the site.
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