This week’s discussion of gamification of the classroom was very engaging for me, as my EdTech Inquiry focused on the popular game called Kahoot. As I have been doing research and learning more about the benefits of classroom games, I have begun to think more about how I could use these tools in my own future classroom. For this reason, I really enjoyed working through the Elsa and Anna coding game, and was able to successfully complete the workshop.
To see evidence of my learning, visit the following links: Evidence of my learning #1, Evidence of my Learning #2, and My Personal Winter Wonderland Coding Creation

When I think about EdTech games, the first thing that comes to mind is how powerful of a tool this can be for review. As a future science teacher, I imagine there will be a high chance that I will be teaching students who aren’t necessarily interested in the material. It is my job to make the material interesting and to help engage all students. I think games can be a very useful was to review before a quiz or exam, as not all students will be studying at home. I have made jeopardy games before, Kahoots, and more, and I look forward to exploring these tools in the future. I can also see myself using EdTech tools for labs, as I know not all schools have access to full lab equipment. Sites like PhET allow for scientific processes to be modelled and manipulated, in ways that even a hands on lab could not. Moreover, lab simulations are a great way to help students learn in a more hands on way than simply writing notes.
I also wanted to share that I broke Rich’s record in the Bad News game by picking the most evil options every time.
