A teacher candidate's blog focussed on tasty foods, diabetes awareness, and all things education

Tag: assessment

Communication and Collaboration

For our EdTech resource, my tech partner Morgan and I decided to delve deeper and learn more about ‘Genius Hour’. While our official write-up of it will come later, ‘Genius Hour’ (GH) is basically a teaching strategy where students are allocated a certain percentage of their class time to discover and explore topics they are personally interested in.

Sound familiar?

When Morgan first told me about GH my mind automatically went to Trevor McKenzie’s presentation on inquiry. GH seems like such a fantastic way to try out inquiry based learning without overwhelming students with seemingly never ending assessment options and unclear learning outcomes.

The point of this post, however, is not to talk about inquiry or GH. Instead I’d like to reflect a little bit on communicating and collaborating through Zoom and how we’ve seemingly (for better or for worse) become accustomed to video conferencing at the drop of a hat.

I feel as though I can confidently say that the majority of my fellow classmates were in the same shoes as me at the start of first term in September, ABSOLUTELY OVERWHELMED! Communicating with instructors, classmates, and group members exclusively through a screen was an absolutely new experience that myself (and I’m sure many others) had never ran into before. Although initially confusing and disorienting, we all quickly adapted and become well-adjusted “Zoomers” capable of video conferencing clearly and efficiently. Although I do long for the “good ol’ days” where we could meet up with group members after class in the library or at a cafe and work on projects, I will admit that there are some definite upsides to doing collaborative work exclusively online.

For one, collaborative applications or web based programs such as Google docs or drive are absolutely incredible resources for group projects. I had used such programs in my previous degree but it had only been a here or there situation, where now we use these as our automatic go to programs. The convenience these programs provide are fantastic in that they allow all users simultaneous access to the material (which can sometimes be disorienting if multiple people are editing the same document!) and allow group members to edit and write at their own pace.

In addition to becoming extremely familiar with these collaborative resources, I’ve also become very used to video conferencing at any time. Although previous I had “Facetimed” once in a while, this program introduced me to and aided me in becoming extremely comfortable with video conferencing at the drop of a hat. I think this is an important thing to be comfortable with as online schooling and video conferencing will likely never go away now that it’s infrastructure is in place!

Overall, doing this program online has taught me new ways of collaborating and communicating with others and I’m extremely thankful for it!

Gaming in Education!

While Minecraft didn’t exist when I was growing up and I have never played it myself, I have seen countless images and articles highlighting how the game encourages its players to be endlessly creative.

Gaming when I was in elementary school look much different than it does now in 2021. When I was in school we had access to the school computers about once a week, and during this time we only had access to games once we had finished our other miscellaneous tasks (such as meeting our WPM assignment quota’s and doing standardized testing). Despite us actually spending quite a minimal amount of time actually gaming using the computers, I still fondly and vividly remember this gaming as part of my education. Firstly, the fact that we had access to games once we finished our other tasks gave me the incentive and motivation (which distinctly falls under extrinsic motivation now that I think back on it…) needed to complete my tasks efficiently and effectively.

But why were these games so interesting to me?

The answer is: THESE GAMES WERE DIFFICULT!

These games, such as the Oregon Trail and Super Solvers, were extremely challenging for me as a young student and despite my repeated attempts, I was never able to “beat” them! In hindsight, this was absolutely a positive influence for my elementary education because by repeatedly failing at this games I was motivated to try again and use problem solving strategies to do better next time!

Now I’m not saying that students nowadays should have to play these games which, despite their potential educational offerings, are graphically outdated and painfully slow. Instead, I think that by growing up playing these games I am in a privileged position where I experienced the value of educational gaming and can attempt to apply this to my future teaching practice.

I think that incorporating gaming into education through mediums such as (but not restricted to) Kahoots, Minecraft, board games, and card games increases intrinsic motivation among students and absolutely fosters an educational environment where growth mindsets flourish! Not only can gaming allow for near-endless cross curricular connections (Minecraft itself could be used to teach Arts Education, Social Studies, Science, Mathematics, and so much more!) but it also provides students with the opportunity to cooperative create connections with their peers, and also with their teachers through group engagement and participation in games! Something else that was mentioned during our presentation on gaming was that by engaging in educational gaming, students are given clear opportunities to become leaders within their communities and provide teachings to not only their peers, but also their teachers!

One more thing that is fascinating to me is the opportunity that will be available to us in the near future as educators in gaming using emerging technology. Although this is a topic I am someone ignorant on, I do not feel like it is outside the realm of possibility for students to create worlds or games using virtual reality (VR) software in the near future. Imagine the possibilities, any subject could be touched on using VR. Does a student want to do an art project but has a tendency to dislike classic art mediums such as paint or clay? Providing them with the opportunity to digitally create art in a fully immersive environment could be a life changing opportunity for them. Does a student prefer learning mathematics through visual representations and object manipulation instead of formulas and worksheets? They could be offered VR software as a means of learning and demonstrating their ability in math! Not only are the possibilities for student creativity are truly endless, as they could even learn to make their own VR games, but these options also provide teachers with concrete summative and formative assessment options.

Overall, I think that gaming should absolutely be incorporated into education. While I don’t think it should be used as a catch-all for every subject (as I think an over-reliance on just about any educational medium is risky), I think that using gaming for in-school learnings and take-home assignments can absolutely be a positive influence in the classroom!

 

 

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