It's conference season for the field of education, and with conferences come poster sessions. I really enjoy this one on one time with authors to ask questions and look for research studies in gaming. The design of the poster is a HUGE influence which posters I choose. If I can't discern the topic of the research at a glance, I'm probably going to pass it by. This is unfortunate, since I may be missing out on some really great research.
Students in my Foundations of Game-based Learning course this semester are required to create a research poster. To help them along, I created this FREE TEMPLATE that focuses on audience interaction. You could add:
Leave a comment and let me know if you used this template and how your audience "interacted"!
Summer is almost over and the excitement for the new school year has begun! Each semester, my preservice teachers ask me for games and simulations in their own secondary content areas. This summer was my time to curate resources for each of my STEM groups. Below is the list I created for AgEd, and I have to be honest with you, most of these were new to me! It was a great experience to just sit down and search. Below you will see a variety of games, including board games, digital games, and even VR games.
It seems like summer just begun, but I am already getting ready (and excited) for the next academic year. Every semester my students ask me for examples of games or simulations in their own content areas. Since I teach 13 different content areas, it is quite a challenge to stay on top of 'the best of the best'. I set a goal this summer to tackle this request for the STEM areas I teach: science, math, agriculture education, and family and consumer science. Here is the first Symbaloo list, mathematics games and simulations! Am I missing an important resource? Let me know!
Every semester I teach a course for future teachers introducing the ideas of technology integration. And each semester, we cover the same ideas of appropriate and effective use of technology. What does that look like? What resources are out there? What digital expectations can we have for middle school students?
Let take the example of teaching volume in a middle school math classroom. In the common core math standards, students are asked to first calculate volume (6th grade) and then solve real world problems using volume (7th and 8th grade). Theses students should also use computational thinking, justify their reasoning, and construct models with mathematics.
Appropriate: For those of you familiar with the TPACK framework, you know how the teaching pedagogy (PK), content knowledge (CK), and technical skills (TK) should be a good match. For the example of volume, terms like hands-on, collaborative, manipulative, and problem-solving, fit into those three categories.
Effective: In technology integration, effective indicates that some uses of technology can be more meaningful to student learning than others. Think of this in terms of the lower order thinking skills and higher order thinking skills from Bloom's Taxonomy. Research using technology in education has shown over and over again higher order applications of tech (for example creating, problem solving, debating, etc.) make significant differences in learning gains.
The technology tools below are excellent options for teaching volume that are both appropriate and effective. But don't stop there! Consider good teaching practices like scaffolding, effective questioning, reflection, and cognitive load to take these technologies from good technology choices to a great technology integrated lesson.
Please share this new resource widely!
Immerse your students in a 360˚ view of an ocean ecosystem. Perfect for middle school science and STEM programs. Meets NGSS Life Science Standards and great for 1 to 1 classrooms. Access this free resource through Google Cardboard, laptop, iPad, computer or mobile devices! http://bit.ly/coralreefadventure