Escolar Documentos
Profissional Documentos
Cultura Documentos
TECHNOLOGY AND
EDUCATION
Katrina Bert, Jason Eberlin, Dylan Grinsell, Tyler White
INTRODUCTION
Math Art
Biology Chemistry
Geography Technology/Design
History Geography
Art Biology
https://www.youtube.com/watch?v=Ei0yiZq-EEg
SMARTboards in the Classroom
https://www.youtube.com/watch?v=XnWAhFcDPrY
iPads In The Classroom
https://prezi.com/0wkmh1ws1imw/technology-use-in-the-
classroom/?utm_campaign=share&utm_medium=copy
Gamification
Levels
Games using levels allow students to improve at their own
pace
Improved content makes for more critical thinking
Points
Increases the value of the students work
Motivates students to achieve greater
Investment
Achievements
Student earn recognition for their work
Collaboration
Working with others to accomplish
goals
Appointments
Check in to receive new updates or
challenges
Three Ways in Which Gamification
Drives Learning
Cognitive:games provide
experimentation with and exploration of
a system of rules
A different way to
invoke learning
Allow students to
live and observe in
a different world
References