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ED
632-Ohler
Educational
Technology:
Painless
Reviewing
Introduction
As
a
secondary
educator,
I
understand
the
numerous
struggles
that
teachers
face
on
a
daily
basis
within
their
classroom
in
regard
to
students
inappropriate
use
of
technology.
To
combat
this
tension,
I
challenged
myself
to
explore
various
technological
resources
that
could
be
effectively
incorporated
into
a
students
study
routine,
both
within
and
outside
of
the
classroom.
I
am
currently
student
teaching
a
course
in
Biology
and
Anatomy
and
Physiology.
Locating
resources
that
pertained
to
the
field
of
secondary
science
was
a
difficult
task.
While
refining
my
search,
I
determined
that
all
technological
resources
needed
to
be
inclusive,
easily
accessible
and
aid
in
overall
academic
comprehension
of
content
material.
After
searching
through
a
copious
amount
of
options,
I
was
able
to
find
three
or
four
websites
and
mobile
applications
that
integrate
technology
and
education,
and
allows
students
to
interact
with
technology
in
a
constructive
non-disruptive
manner.
From
my
search
I
found
and
implemented
the
following:
Kahoot
(online
polling
system),
Flashcard
Machine
(mobile
application),
and
Quizlet
(website/
mobile
application).
Implementation
I
began
using
Kahoot
within
my
classroom
as
a
study
tool
for
quizzes
and
exams.
This
website
allows
educators
to
create
interactive
quizzes
that
can
be
used
inside
and
outside
the
classroom.
When
used
within
the
classroom,
Kahoot
provides
students
the
opportunity
to
interact
with
their
mobile
device
by
turning
their
cellphones
into
a
clicker
that
can
be
used
to
submit
their
answers.
Below
I
will
display
the
various
capabilities
of
the
Kahoot
website.
Educators
can
create
tailored
quizzes
based
on
content
that
was
taught
within
their
classroom.
Above
is
a
picture
of
a
quiz
I
created
to
help
students
study
for
their
ecology
unit.
We
played
this
quiz
as
a
group
during
class
so
students
could
openly
discuss
and
review
content
in
a
supportive
environment.
This
website
also
creates
a
friendly
competition
within
the
classroom.
In
my
classroom,
the
winner
of
the
Kahoot
quiz
is
allowed
to
pick
out
a
piece
of
candy
as
a
reward.
Once
an
educator
has
created
a
Kahoot
account,
the
educator
has
the
ability
to
create
quizzes
or
browse
through
the
database
for
a
quiz
that
is
applicable
to
their
content.
Students
also
have
the
capability
to
search
through
this
database
and
review
the
quizzes
at
home.
As
seen
above,
once
a
quiz
is
launched
a
game
pin
appears
(photo
on
the
left)
and
the
students
can
use
their
mobile
device
to
launch
Kahoot.it
via
their
Internet
browser.
Once
the
website
is
launched,
the
students
are
asked
to
enter
the
game
pin
provided,
which
connects
the
student
to
appropriate
the
quiz
(photo
on
the
right).
Picture-1
(Student
Screen)
Picture-2
(Teacher
Screen)
Picture-
3
(Student
Screen)
Picture-4
(Teacher
Screen)
Picture-5
(Student
Screen)
Picture-6
(Student
Screen)
After
the
student
has
entered
the
game
pin
at
Kahoot.it,
the
screen
in
picture
1
will
appear,
which
asks
students
to
enter
their
names.
This
step
can
become
fairly
entertaining
because
the
student
has
the
capability
to
make
a
funny
surname
to
stump
fellow
classmates.
Picture
2
displays
the
screen
that
would
be
projected
at
the
front
of
the
classroom,
which
shows
the
participants
names
as
they
are
entered.
This
screen
also
allows
the
teacher
to
remove
students
from
the
game
if
they
enter
an
inappropriate
name.
Once
the
student
has
joined
the
game,
the
screen
in
picture
3
will
appear
as
a
confirmation
and
the
quiz
can
begin.
The
screen
in
picture
4
should
appear
at
the
front
of
the
classroom
when
the
quiz
begins.
The
screen
in
picture
4
displays
the
question,
the
potential
answer,
a
timer
and
the
number
of
responders.
Concurrently,
the
screen
in
picture
5
appears
on
the
students
phone,
which
students
use
as
a
clicker
to
answer
the
question.
If
the
student
answers
correctly
the
screen
in
picture
6
appears
on
the
students
device
and
the
game
continues.
(Teachers
Screen)
(Teachers
Screen)
When
the
time
has
ended
and
every
student
has
answered,
a
summary
of
the
round
appears
on
the
teachers
screen
that
is
being
projected
at
the
front
of
the
class
(above
photo
on
the
left).
This
screen
also
allows
the
teacher
to
view
how
many
individuals
answered
correctly.
Therefore,
the
summary
provides
the
opportunity
to
clarify
any
information
that
the
students
might
have
originally
misunderstood.
After
the
quiz
has
ended,
the
students
have
the
capability
to
take
a
brief
survey
that
asks
basic
questions
that
survey
the
students
readiness
for
upcoming
exams
and
their
confidence
level
with
the
content
(above
photo
on
the
right).
Kahoot
also
allows
teachers
to
export
results
from
their
quizzes
in
Excel
format,
so
the
results
can
be
compared
to
other
classes
in
the
future.
In
addition
to
Kahoot,
I
also
implemented
and
encouraged
my
students
to
download
and
use
the
mobile
applications
Flashcard
Maker
and
Quizlet.
These
applications
have
the
capability
to
place
study
materials
directly
in
the
hands
of
the
student.
Below
I
will
briefly
describe
the
capabilities
of
each
application
and
how
both
help
students
master
content
within
my
classroom.
(Picture
7)
(Picture
8)
(Picture
9)
(Picture
10)
Flashcard
Machine
(seen
in
pictures
7
and
9)
allows
students
to
create
virtual
flashcards
to
review
content
and
vocabulary.
In
science
this
application
is
very
useful
because
of
the
abundance
of
new
vocabulary
the
students
encounter.
The
application
provides
students
with
the
capability
to
study
on
the
go
if
they
so
feel
inclined.
Quizlet
also
provides
students
with
the
same
capability
as
Flashcard
machine
(seen
en
pictures
8
and
10).
Although
Quizlet
provides
the
capability
to
create
flashcards
it
also
allows
students
to
measure
their
comprehension
with
quiz
like
reviews
and
matching
games.
I
encourage
my
students
to
use
this
website
because
I
occasionally
use
questions
from
the
application
on
quizzes
and
exams.
Conclusion
Overall,
after
I
introduced
Kahoot
and
the
other
applications
in
my
classroom,
I
noticed
my
students
comfort
level
with
content
increased,
as
did
their
overall
unit
exam
percentages.
Ultimately,
Kahoot,
Flashcard
Machine,
and
Quizlet
have
been
a
positive
influence
within
my
classroom
and
I
highly
recommend
the
websites
and
applications
to
fellow
educators.
I
would
challenge
educators
to
use
the
recommended
technology
or
a
similar
technological
source
in
their
classroom.
This
website
has
aided
in
breaking
the
barrier
between
technology
and
education,
and
cutting
down
on
technological
disturbances
within
my
classroom.
More
importantly,
the
technology
is
interactive,
engaging
and
allows
the
students
to
have
a
hands-on
experience
with
their
education.