Sunday, May 31, 2015

Chapter 7 & 8

Three concepts to reflect upon in Chapter 7 and 8.

1) Using Games in Teaching- There are many different way to use games to teach. You can use the smart board or individual games on the internet the only difference is that on the internet this takes more monitoring and if you have more than one different group then that will be hard. Playing games together this can also go back to the smart board they can use this to play the games together.

2) Electronic Communication Between Teachers and  Students - Email, blog, classroom websites, wikis, and online discussions. These are all forms of communications that can help students that have questions that are sometimes hard to one student but, easiler for other students are can be asked or exampled on one of them forums.

3)Synchronous and Asynchronous Communications - These are two ways that are completely different communicate. Synchronous is in real time such as phone conversations and text messages. And Asynchronous has a time delay such as email, blogs wikis and online discussions.

In conclusion technology is a key quality in teaching. Teaching without technology is hard because of all the possiblity out there. To teach with out teachnology would not only be a hinder to the teacher but, to the student since it is a nessesity in the work world now a days.


https://www.canva.com/design/DABSkjVR1bo/view (I tried to put this as a link but it will not show and I was unable to find the enable code if you can help me with this I will fix it)

1 comment:

  1. Your Canva looks great - there is no embed code for this tool, but you can download as an image and then upload to your blog. Gaming and gamification in classrooms is definitely a hot new topic these days. There are many reasons that students will become more engaged with gaming, since this is favorite past-time for many of them, but it is important to be sure that the game is well-structured and one that goes beyond the rote or drill/kill focus. Thus, it takes a critical eye to create/use an effective game in schools.

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