Vous êtes sur la page 1sur 4

Dorothy

Carter
Individualized Education Plan
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.

Vous aimerez peut-être aussi