Unit 4- Technology- enabled Assessment Practice
In the past few weeks, we discussed the technology integration in classroom assessments. For me, the most important thing to apply technology in the classroom is how it supports learning effectiveness in the way that it increases student engagement, diversify hands-on activities, broadens the options for educational resources, time and space is no longer limited, and collects prompt data to assist teachers make guidance for their learners. Least time is spent to achieve the best learning outcome.
I have always been a fan to explore technology tools and utilize them in designing instructions because it is unconventional, and a great way to engage students (also engage myself) and make the most use of different resources available for the content knowledge. If I want to show students what Chinese people do on Chinese holidays, instead of just lecture, I could also utilize technology to demonstrate online videos and other resource to make it real. Thanks to technology, they are also able to have more interactions with people from the target culture for a certain topic. I really enjoyed the wiki we collaborated to gather all useful information on different technology tools for learning. It is a great resource to refer to when it comes to planning and assessing student progress.
For this week, we took a closer look at different forms to integrate technology into classroom assessment. I am most intrigued by the role play game that students are on different teams, and their health points can be deducted if they are not on track. Because there was a time I did a survey on students what do they like to do when they have time to their own. A lot of answers are playing video games. That made me concern at that point because the education I received tells me that video games can be addicted and are really bad for the eyes. But if games can be integrated in the classroom learning (same with cellphones as well), students can have another angle to see how they can learn from the games too. Other videos gave me various good ideas as well, such as the exit ticket, personalized feedback, design a product to track moves, those can be very convenient to collect student data, give personalized comment, check comprehensibility, and collaborate among students.
I have always been a fan to explore technology tools and utilize them in designing instructions because it is unconventional, and a great way to engage students (also engage myself) and make the most use of different resources available for the content knowledge. If I want to show students what Chinese people do on Chinese holidays, instead of just lecture, I could also utilize technology to demonstrate online videos and other resource to make it real. Thanks to technology, they are also able to have more interactions with people from the target culture for a certain topic. I really enjoyed the wiki we collaborated to gather all useful information on different technology tools for learning. It is a great resource to refer to when it comes to planning and assessing student progress.
For this week, we took a closer look at different forms to integrate technology into classroom assessment. I am most intrigued by the role play game that students are on different teams, and their health points can be deducted if they are not on track. Because there was a time I did a survey on students what do they like to do when they have time to their own. A lot of answers are playing video games. That made me concern at that point because the education I received tells me that video games can be addicted and are really bad for the eyes. But if games can be integrated in the classroom learning (same with cellphones as well), students can have another angle to see how they can learn from the games too. Other videos gave me various good ideas as well, such as the exit ticket, personalized feedback, design a product to track moves, those can be very convenient to collect student data, give personalized comment, check comprehensibility, and collaborate among students.



Hi, Chang!
ReplyDeleteI too enjoyed creating the Wiki, there were so many great resources.
You make a good point about video game addiction. I had not considered that previously, but it is certainly a concern. I know that the majority of my students go home at the end of the school day and play hours of video games. For this reason, we must be mindful of how much screen time students are experiencing in class.
Chang! you really made a good point with regard to the wise integration of technology. All media has a pro and cons. It is really a matter of how to use it. When it comes to gaming, there are so many studies regarding the negative impact of games (e.g., addition, violence, etc.), whereas there are also very many studies reporting the positive impact of games (e.g., improving problem-solving skills, spatial cognition, engagement, etc.).
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