Tag Archives: Quizziz

Pathways to the Standards #CECACASL18

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On Monday, October 22nd I attended and presented the CECA/CASL 2018 Annual Conference. There were more than 50 presentation from educators, authors, and administrators addressing topics that intersect literacy and technology.

One of the key strands of the conference was differentiation and ways to differentiate in a student centered classroom. By differentiation I mean including EVERY learner in the classroom (not just the ones who are struggling). The key is that there are multiple ways for students to demonstrate understanding and instruction needs to change when evidence of learning has not occurred.

Steven W. Anderson of web20classroom.org shared 10 great tools to help differentiate content, product, process, and assessment.

  1. Poll Everywhere is an online polling platform that does more than just have students respond to a survey or multiple choice question. With Poll Everywhere students can respond to an open ended question and even formative assessments where students can pin a location on a map or diagram.
  2. Padlet – Yes, the online sticky notes where students can respond to a question or post a response. Padlet let’s users respond in text, drawing and images, and even audio. I recently had students share book reviews on Padlet of nonfiction independent reading books.
  3. Quizizz is so much better than Kahoot because it is not a competition but an assessment tool similar to Kahoot that let’s students work at their own pace to show their understanding.
  4. Nearpod is an interactive slideshow creator with a quiz feature. Nearpod does so much more and the paid version even offers AR & VR components.
  5. Edpuzzle is great for sharing videos in class and then students can answer questions before, during, and after viewing of their learning.

Teaching is an art more than a mechanical exercise. Students vary as learners and not everyone’s road map is identical for learning. When we know our students we are able to better create learning opportunities that honor their strengths, abilities, and cultures.

6. When thinking about differentiating the process and student’s understanding Anderson spoke about Gamification (Oh, Yeah!!). He shared Breakoutedu, Classcraft, Class Badge, Mincraftedu, and Duolingo – many gamification tools that I blog about regularly.

7. Flipgrid is now free since Microsoft has acquired it and it can be used in so many ways for the classroom from students reflecting on their own learning and thinking to posting a book review or explaining how they solved a math problem.

8. Book Creator is one that I am going to invest more time and attention to this year. Book Creator allows users to create their own interactive ebooks.

9. Microsoft’s Sway lets you create visually appealing and multitiered presentations. You can record audio on the slides and it will even grab resources for you when creating a presentation about specific topics. This is one to check out if you are looking for more interesting Google Slide Decks or Prezis.

10. TextHelp is the makers of Fluency Tutor and Read Write, these two Chrome extensions offers assistive technology that supports literacy in different ways. Fluency Tutor allows students to record text passages to help build their reading fluency and comprehension whereas Read Write has a dozen different tools on its toolbar to support readers and writers.

The key is choice when thinking about differentiating in your classroom. Choose technology platforms that allow students the opportunity to create new products and new knowledge. Remember, it is not technology for technology’s sake, but about creating a learning environment where there is “equity of access to excellence.”

 

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5 WAYS TO GAMIFY YOUR CLASSROOM

The following post is a guest blog post I wrote for ISTE’s EdTekHub and was published on  1/5/2017

Many of our students are among the 155 million Americans playing video games regularly, and you might be, too. That’s a good thing. When my 11-year-old is playing video games, he’s using many skills – facts and information are tools to solve problems in context, and he gains actionable feedback he uses to win the game. When he fails to level up, he doesn’t give up, but continues playing until he progresses to the next level. He also seeks information online to help him find Easter eggs hidden throughout the game. He teaches his friends how to power up with each level of the game. Failure is a source of feedback and learning, collaboration is necessary, and learning and assessment are tightly integrated.

How can we use this pervasive and engaging gaming phenomenon to redesign and supercharge the learning experience?

Here are five ways to gamify your classroom to boost engagement, collaboration and learning:

  1. Adapt old-school games for classroom use. Scavenger hunts, bingo, dice games, Connect Four and Scrabble have been around for decades and can be adapted for classroom learning. Put vocabulary words on bingo cards and see if students can match the words after hearing the definitions. Working in groups, students can play Scrabble by spelling out answers to content-specific questions. Using the app Goose Chase, create digital scavenger hunts by sending students off to take pictures, create a video, or search for an answer online related to a specific topic.
  1. Play digital games. Students love playing Kahoot!Quizizz and Quizlet. These free platforms allow teachers to create multiple-choice questions that players answer on their own devices. Teachers can also choose from the thousands of quizzes already shared on these sites or create content-specific questions to use as pre-assessments, quizzes or exit tickets. Breakout EDU also has a collection of digital games, puzzles and ciphers that promote critical thinking.
  1. Create a quest. A quest is a mission with an objective. Every year my students participate in an adventure quest based on the weekly current events reading. Students who correctly answer a specific text-dependent question earn points. The student with the most points after six weeks wins a prize. I post additional questions on Remind and Twitter to allow students to earn extra points. Quests can also be independent projects or activities for the students who have finished their work.
  1. Battle it out with a boss battle. In gaming, a “boss” is a villain who the hero must defeat to save the day. Think of the monster at the end of each level in the original Super Marios Bros. who must be defeated before moving to the next level. On the gamification platform Classcraft, teachers can create their own boss battles using questions from any content area. Teachers can also create boss battles using Google Forms or Google Slides, creating their own unique fictional boss.
  1. Earn a badge for mastery. The Girl Scouts and Boy Scouts recognize mastery and achievement with badges. Teachers can do the same by rewarding student accomplishments and mastery with badges, which go beyond grades because they represent more than just academic achievement. Students work toward completing different badges to show mastery of a concept, standard or skill. Badges can be presented digitally using Classbadges or can be displayed for all to see once students have earned a specific badge.

Gamification is about transforming the classroom environment and regular activities into a game. It requires creativity, collaboration and play. There are numerous ways to bring games and game playing into the content area classroom to promote learning and deepen student understanding. Whether teachers are looking to bring some aspect of gaming into their class or use a game platform across the curriculum, they can use gamification elements to enhance learning and student engagement, tap into Common Core State Standards and address the 2016 ISTE Standards for Students.

 

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