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Explore learning in an Gizmo labs assist students Cholmsky , I typically use this tool when
Explore online simulation lab to explore new concepts Paul. WHY GIZMOS doing difficult to see concepts
Learning where students are able to using computer based WORK: Empirical in chemistry such as electron
work through scientific manipulatives to explore Evidence for the configuration. Some students
content in a sequential and practice using new Instructional pick this up very well with the
Effectiveness Of
1
manner. knowledge (Cholmsky, Explore Learnings lecture but many do not. This
2003, p. 21) Interactive Content. is a great way to use a blended
Similar to the PhET Dec. 2003, classroom and give students a
simulations, students are www.emich.edu/ift/d choice in how they learn the
taught new knowledge ocs/WhyGizmosWor material. These simulations
through demonstration and k.pdf. Accessed 17 can also be assigned for groups
Aug. 2017.
exploration. Each concept and facilitated in a project
builds on the users based learning manner. Great
knowledge as they progress for differentiation and varied
through the activity a their learning speeds and types.
own pace.
Interactive technology Game-based learning is a Dellos, Ryan. I typically use this game based
Kahoot game that allows the positive education tool Kahoot! A digital technology for two purposes.
teacher to ask the class because it engages game resource for 1) To gauge what students
questions and the students learning. Internation already know
students in problem
respond electronically al Journal of 2) To spot check what students
solving, critical thinking Instructional
using school provided and review of content have learned and address areas
Technology and
devices or their own of misconception.
knowledge (Dellos, 2015, Distance Learning,
personal devices. The This activity is a fun way for
p. 49). As a means to vol. 12, no. 4, Apr.
collective data is 2015, pp. 4952.,
students to engage using their
displayed to everyone on address different learning technology. Also relatively
styles, questions can www.itdl.org/Journal
each question and teacher /Apr_15/Apr15.pdf#p safe in that students dont have
can target areas of include YouTube videos, to identify themselves to
age=53. Accessed
misconception as needed music, pictures and other 17 Aug. 2017. everyone in the class in the
based on student graphics. Having visuals is event they answer incorrectly.
responses. good for both visual When a student or student
learners as well as students incorrectly answers, I can
who are ELL. provide immediate feedback
and clarification. If needed, I
can use the results from this
game to design re-teaching
2
opportunities based on the
needs of each class.
Poll Polleverywhere is an According to Warnich and Kappers, W. M., & Personally, I like to use
Everywhere online classroom response Gordon, students using this Cutler, S. L. (2015). polleverywhere as an engaging
system that allows Poll Everywhere! Even warm-up activity at the
platform reported that in the Classroom: An
instructors to post using this was beginning of a unit to see what
Investigation into the
multiple choice questions interesting, fun and my class knows about a given
Impact of Using
and/or open-ended that it makes the class topic. I will ask an open-ended
questions to the students, PollEverwhere in a question and allow them to
more enjoyable. When Large-Lecture
who are then able to brain dump whatever the topic
students enjoy an activity, Classroom.
respond using their makes them think about. I like
personal devices. Their they are more likely to be Computers in this because it allows them to
answers are compiled on engaged with the activity. Education Journal, anonymously share their
the screen where everyone Additionally, when used as 6(20). Retrieved thoughts without fear of being
can see what the trending a brainstorming activity, a from incorrect. It allows me to get a
answers are. teacher can use the data to http://commons.era glimpse of what the classes
assist students towards a u.edu/ prior knowledge or level of
more direct understanding publication/333 understanding is on a given
of a concept using their topic. From this, I can design
prior knowledge as the my lessons based on the
Warnich, Pieter, and demonstrated needs of the
base. Through this
Clare Gordon. The class. Can be used to put
inductive discovery the integration of cell students in small groups based
learners are not simply the phone technology on their response, to design an
passive recipients of and poll everywhere inquiry based project, a starting
knowledge, but are actively as teaching and
point to facilitate a group
and collaboratively learning tools into
discussion, a way to define
involved in the the school History
classroom. Yesterd
concepts in the students own
construction of their own words among many other uses.
ay and Today, vol.
new knowledge (Warwich
3
and Gordon, 2015). 13, July 2015, Polleverywhere can also be
Students who learn through www.scielo.org.za/s used to assess learning in a
discovery tend to have a cielo.php?pid=S222 similar manner as Kahoot.
3-
deeper understanding of a
0386201500010000
topic and tend to retain it 4&script=sci_arttext
longer as the learning &tlng=es. Accessed
becomes a personal 18 Aug. 2017.
experience.
4
many times as needed. As with the material in class.
Thompson points out, (Flipped Classroom)
students learn faster when
they have control over the
pace of the lecture. They
can move ahead on the
parts they already know
and revisit areas of
concerns as many times as
they need to before moving
on.
Resources:
Cholmsky , Paul. WHY GIZMOSTM WORK: Empirical Evidence for the Instructional Effectiveness Of ExploreLearnings Interactive Content.
Dec. 2003, www.emich.edu/ift/docs/WhyGizmosWork.pdf. Accessed 17 Aug. 2017.
Dellos, Ryan. Kahoot! A digital game resource for learning. International Journal of Instructional Technology and Distance Learning, vol. 12,
no. 4, Apr. 2015, pp. 4952., www.itdl.org/Journal/Apr_15/Apr15.pdf#page=53. Accessed 17 Aug. 2017.
Kappers, W. M., & Cutler, S. L. (2015). Poll Everywhere! Even in the Classroom: An Investigation into the Impact of Using PollEverwhere in a
Large-Lecture Classroom. Computers in Education Journal, 6(20). Retrieved from http://commons.erau.edu/ publication/333
Thompson, Clive. How Khan Academy Is Changing the Rules of Education. Wired, Conde Nast, 15 July 2011,
www.wired.com/2011/07/ff_khan/. Accessed 17 Aug. 2017.
Warnich, Pieter, and Clare Gordon. The integration of cell phone technology and poll everywhere as teaching and learning tools into the
school History classroom. Yesterday and Today, vol. 13, July 2015, www.scielo.org.za/scielo.php?pid=S2223-
03862015000100004&script=sci_arttext&tlng=es. Accessed 18 Aug. 2017.
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Wieman, Carl E, et al. PhET: Simulations That Enhance Learning. ScienceMagazine, 31 Oct. 2008, pp. 682683.