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

Certificate of Completion awarded to Ellen Roberts for the successful completion of The Hour of A.J. and demonstrating and understanding of the basic concepts of Artificial Intelligence.
My Certificate of Completion of the Anna and Elsa workshop.

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.

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