This week I compiled the research I've been conducting over the past few weeks into a digital presentation. Before going into more detail about the actual presentation, Here is a link to my Diigo Outliners Page I used to curate and organize my ideas for this project. Also, below is the interview I conducted with my colleague Heath Curran about teaching writing in high school and using the Collins Method. Interview with Heath Curran from Elaine McConnell on Vimeo . Now, on to the main event. I researched the potential impacts texting, autocorrect, and spellcheck have had on students' writing and grammar. My findings were multifaceted, and, to be, honest, I was quite surprised by them. In my video, I outline the various arguments about the potential impacts and also provide some insight about possible teacher interventions. Please view my video below. EDIM 516 Final Video from Elaine McConnell on Vimeo . MY REFLECTION What do I know now that I didn't kn...
CC from Rose PhotoAmateur In a world where technology rules, video games in education have become a popular trend. If students are interested in gaming, why not add educational twists to games to increase motivation? However, gaming does not have to be strictly limited to video games. Elements of gaming can be added to any classroom through the process of gamification. What is Gamification? Bristow (2015) explains that gamification “focuses on using game thinking and game mechanics to turn an otherwise mundane task into something engaging and perhaps even competitive.” In regards to education, teachers can add elements of games to daily tasks in order to motivate students to learn. The idea is that if students are engaged in classroom tasks, they will be more likely to try harder and better learn and retain information. How to use Gamification in Your Classroom Bristow (2015) also explains several methods that could be used to gamify classrooms: Add achievements t...