Saturday, June 28, 2025
Thursday, June 26, 2025
Assistive Technology
Hughes and Roblyer (2023) mentioned how schools are helping
students connect to the internet by providing internet service on buses that
are parked in internet poor areas. While
this helps students connect to the internet, it doesn’t always ensure that all
students can access websites. One way to
increase access to websites is to make sure that the websites are accessible to
all students, especially those with disabilities.
In my classroom, I try to use technology that enhances the
lesson and meets the needs of my students.
For my visually impaired students, I use high contrast slides. I also use multiple delivery methods. I try to offer my students multiple ways to
complete their assignments.
Tutt and Leonard (2025) lists ten edtech tools that can
increase accessibility in the classroom.
Of the ones they mention, I want to start experimenting with Google
Translate for my ESL students and Google Notebook LM for my students who struggle
to process information from readings. Any
technology that I bring into the classroom needs to enhance the lesson and help
my students succeed.
References:
Hughes, J. E., & Roblyer, M. D. (2023). Integrating
Educational Technology into teaching:
Transforming learning across disciplines. Pearson
Tutt, P., & Leonard, D. (2025, June 6). 10 brilliant
uses of Edtech in 2025. Edutopia.
https://www.edutopia.org/article/10-brilliant-uses-of-edtech-in-2025
Thursday, June 19, 2025
Saturday, June 14, 2025
GooseChase App for Orientation Scavenger Hunts
I chose the GooseChase App as a way to update our
Orientation Scavenger Hunt assignment. In the past we have sent students
around campus with a sheet of paper to get signatures from the different
offices on campus. By using the GooseChase App, we can eliminate the need
to get signatures and disrupt the offices if they are busy. Students will
still have the opportunity to interact with the offices, but by using the app, they
will do so in a way that is more engaging for them. I am pleased with how easy the missions were
to set up on the website. When I logged
into the app to complete the missions, the app was easy to navigate and submit
answers. I feel the students will enjoy
using this app to complete the Scavenger Hunt assignment. They will be able to choose to complete the
assignment with teams or as an individual.
It will also allow for more time to complete the assignment. Currently students only have one class period
to complete the assignment. With the
app, the students will be able to work on the assignment outside of class.
Thursday, June 12, 2025
Gaming in the Classroom
Gaming can help bridge a student’s academic and social
worlds and can help enhance their learning experience (Hughes & Roblyer,
2023). However, care must be taken to
ensure that the game used in the classroom applies to the lesson being taught
and is not just being used for the sake of using a game.
Some of the benefits of gaming include making the lesson
accessible to all students- especially students with learning disabilities and
differing learning styles. Games can
help students understand difficult subjects.
They can provide motivation (i.e., competitions, badges, prizes) for
students to complete lessons/ levels (Mohammed et al., 2024).
Some of the challenges include finding games that enhance
the lessons and the learning experience.
Instructors must also be careful not to let the game replace teaching
and student interactions.
I only use one type of game in my classroom- Kahoot! I use
it as a way to review quizzes and tests.
The main purpose in most of my lessons is to teach students what
technology can benefit them in their academic career. I show them how to use apps and websites for
time management and study habits, to enhance their learning.
Gaming is inappropriate in the classroom when it does not
have a clear purpose or does not align with the lesson plan. It is also inappropriate when it reinforces
negative stereotypes or marginalizes certain groups within the classroom
(Hughes & Roblyer, 2023). Care must
be taken to ensure that the game used supports and enhances what is being
taught and does not reenforce biases.
Hughes, J. E., & Roblyer, M. D. (2023). Integrating
Educational Technology into teaching: Transforming learning across disciplines.
Pearson.
Mohammed, M., Fatemah, A., & Hassan, L. (2024). Effects
of Gamification on Motivations of Elementary School Students: An Action
Research Field Experiment. Simulation & Gaming, 55(4),
600-636. https://doi.org/10.1177/10468781241237389
(Original work published 2024)
Sunday, June 8, 2025
Technology Checklist
1.
What skill is being taught? All three sources indicated
that the skill or lesson being taught is the first consideration.
2.
Can technology enhance the skill or lesson? All three
sources indicated that technology use should enhance what is being taught and
be beneficial to the students. They use
PowerPoint (slides), Kahoot! and other AI technology (i.e., ChatGPT) as needed.
3.
How easy is the proposed technology to access and
use? Will it require a learning
curve? Two sources indicated that
students would use technology, but it needs to be engaging and enjoyable for
them.
4.
Is an assessment needed? If so, is it a physical skill or knowledge
being tested? Two sources noted that
they use the Learning Management System (LMS) to give knowledge- based
assessments. One source noted he uses
rubrics (built in Microsoft Word) to assess physical skills.
Final Thoughts
One of the main lessons I am taking away from this course is the need to continually expand my knowledge about new technologies and how th...

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I chose the GooseChase App as a way to update our Orientation Scavenger Hunt assignment. In the past we have sent students around campus ...
-
Gaming can help bridge a student’s academic and social worlds and can help enhance their learning experience (Hughes & Roblyer, 2023)....
-
Hughes and Roblyer (2023) mentioned how schools are helping students connect to the internet by providing internet service on buses that a...