Jamboard Activity |
This Jamboard activity is based on Edgar Allan Poe’s poem, “The Raven." Jamboard is a tech tool originally developed by Google which allows for interactive frames to be made. Students have the option to interact with previously made slides through the pen, image finder, laser pointer, text box, shape creator, or sticky note feature. Multiple people can collaborate on the same Jamboard as well.
This particular Jamboard relates to Domain 3, Classroom Instruction, within the Danielson Framework for Teaching. Component 3a, communicating with students, is demonstrated by this activity through the directions, procedures, and explanation of content featured on the frames. Students are able to complete their tasks within the Jamboard activities through these instructions. Component 3c, engaging students in learning, is shown through the independent nature of the Jamboard’s structure and pacing. Students can go through the assignment and interact with the materials at their own pace. Lastly, component 3d, using assessment in instruction, is shown through the answer keys included after the interactive elements in the Jamboard. The students can self-assess their work and readjust if necessary. I could see myself using Jamboard for collaborative projects or independent explorations of content. Creating the Jamboard can take a long time, especially because there are limited features on that platform compared to a similar creation tool such as Google Drawings. However, I enjoyed how students can collaborate on the document and complete lessons at their own pace, which is something I would like to implement in my own classroom. |
QR Code Activity |
Following Standard 3.1.5.A5, this activity allows students to compare and contrast plant and animal cells, specifically through the organelles within each cell. Students scan QR codes leading them to descriptions, videos, and pictures of the organelles. Then, they sort the organelles based on if they are limited to plant cells, animal cells, or both cells. This activity was created using a QR code generator and Canva. QR code generators allow a link, video, image, and even text to be turned into a machine-readable code. This can then be scanned using the camera of a smartphone and direct you to the original link, video, image, or text. Canva is an online graphic design tool. It was used to create the worksheet featuring the outline of plant and animal cells. Canva also features a built-in QR code generator app that allows QR codes to be created right in the document.
This QR code activity relates to Domain Three within the Danielson Framework. Classroom instruction is enhanced through introducing QR code activities. It provides students with an engaging activity, allowing them to use their own devices to explore a variety of sources and links. Designing engaging activities and assignments more specifically relates to element 3c- Engaging Students in Learning. It also ensures the students are being directed to the right place, which promotes good digital citizenship. QR codes can be used in the classroom by providing direct links to sources for students. It can be incorporated into an engaging lesson, such as this cell sorting activity. Another use of QR codes in the classroom could be a scavenger hunt featuring clues on QR codes. I would not use QR codes in every lesson, since it does take time to generate and for students to scan. However, I do think there are unique activities that QR codes could be beneficial for. Additionally, a link to more information about an upcoming event, a classroom sign-up, survey, or form could be represented by a QR code. These could be beneficial for an easy form of data collection. |
Virtual Escape Room |
When creating our escape room, we included many tools including Google Forms, Google Drawings, Google Sites, Jamboard, Jigsaw, and the maze generator from Festisite.com. The Google tools allow documents to be edited and shared with the entire group. Google Forms is a way to collect data, in this case, the lock answers. Google Drawings allows users to create graphics, including flowcharts, diagrams, and concept maps with editable text and shape features. It is similar to Jamboard, where students can collaborate on multiple slides of customizable graphics. Jigsaw is a free online puzzle generator that turns any image into an online, playable puzzle. Festisite.com allows you to generate a maze that, if completed correctly, follows letters to create words or phrases. All of the details of the escape room were on Google Sites, a customizable website builder.
Our game met the Standard - CC.3.5.6-8.D, which deals with determining the meaning of scientific language based on the text. This standard encompassed both Science and English principles. We also included standards based on each of our games within the escape room. These standards included Standard - 4.1.1.C, Standard - CC.1.2.6.F, Standard - CC.1.2.5.J, and Standard - 12.3.1.S2.D. Students have to interpret figurative language in context, read texts to find context clues, describe a simple food chain, and be able to read maps. The ISTE standards for teachers that are used in making and preparing this activity include teachers being Designers and Collaborators. Teachers have to design the entire breakout room and be creative with the clues. Teachers can Collaborate with other teachers and students. They can use resources and examples that are available to them to create the escape room. Then, they can enhance and edit them. This breakout activity ties in with the Danielson framework Domain Three. Within instruction, a breakout is a wonderful way to engage students in the classroom. It is a fun way for students to learn while doing something different. The preparation of a digital escape room deals with Domain One of the Danielson Framework, Planning and Preparation. Teachers have to plan what clues and activities would be best for the students in the specific activity. This can be used in your class to help students learn about reading scientific information and drawing conclusions from it. It is a great activity that can be done after some formal instruction. A digital breakout is an excellent way to see how much information students know, while engaging them with critical thinking skills and hands-on activities to reinforce the content. |
Nearpod Lesson |
Nearpod is a tech tool that allows teachers to create, view, and share interactive presentations. Teachers can choose among a library of already made presentations, or they have the option to create one themselves. Different features of Nearpods include adding interactive media, quizzes and games, and discussions to presentations. Once the interactive presentation is finalized, it can be sent out to the students through a teacher-led lesson or a student-led lesson. Teachers have access to student progress and responses after the lesson is launched.
This relates to Domain 3 - Classroom instruction. Nearpod is a great way to introduce students to content, supplemental media resources, and engaging assessments. It more closely relates to elements 3b (Questioning and Discussion Techniques), 3c (Engaging Students in Learning), and 3d (Using Assessment in Instruction). Through the assessment features, it is very easy to get feedback from formative assessment methods, including polls, multiple choice questions, short-answer questions, and fill-in-the-blanks. Also, the activities allow for student engagement. This can be demonstrated through matching games, simulations, and collaborative discussion boards. The use of Nearpod relates to the ISTE standards of being a Leader and an Analyst. The qualities of being a Leader include improving the classroom through the use of new technology; more specifically, it includes the use of digital content and educational devices. Nearpod is certainly a technology tool that allows for classroom improvements, especially improvements in student engagement and differentiation in the methods of instruction. Being an Analyst includes looking at formative and summative assessments. The features of Nearpod allow teachers to receive data on student progress within the presentation, so the results of the assessments are easily accessible. I can see myself using Nearpod in the classroom as a unique way to present content and media to my students. Also, it can be used as a way of assessing their understanding through the various assessment features. Nearpod can be especially helpful in the event of virtual learning. Teachers can project the Nearpod in Zoom, or the students can be given the link and work independently. I can also see the benefits of using a Nearpod if there is ever a need for a substitute teacher. The directions are on the presentation and the students are able to go at their own pace (within a student-led lesson). Overall, Nearpod is a very useful tech tool that I will utilize in my classroom. |
Wizer Worksheet
Blooket
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Blooket is a review platform that allows students to answer formative questions in a game-type setting. Teachers can input multiple choice or short answer questions. Then, they can project a game of their choosing on the board for students to join as a group or assign to complete individually. There are many different game themes to promote student engagement. There are also individual and class summaries depicting the amount of questions the class answered correctly or incorrectly.
Blooket relates to Danielson's Domain 3 - instruction. More specifically, it relates to component 3d- using assessment in instruction. The questions asked in the games provide a way to monitor student learning by assessing how accurate their answers are. Students are also able to self-assess given the instant feedback in the game, once they answer a question. Some of the games allow students to work in teams to earn points after answering questions. This type of game promotes the ISTE standard of a collaborator. It also relates to the ISTE standard of teachers being a Leader, since using new technology and digital content allows the teacher to share and shape an inviting and engaging classroom vision. I would use this tool in my classroom to review content. I would not use it all of the time, because of the repetitive nature of the questions. However, I do think it would be a good end-of-unit way for students to review content while getting excited about the outlet they are using to demonstrate their learning. |
Edpuzzle
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Edpuzzle is a tool that allows teachers to share videos and add interactive multiple choice and true and false questions throughout the duration of the video. There is a library of pre-made videos, but there is also the option to create your own from scratch. Teachers can assign videos and grade the questions that the students answer.
Edpuzzle relates to Danielson's Domain 3 - instruction. More specifically, it relates to component 3d- using assessment in instruction. The questions asked in the videos provide a way to monitor student learning by assessing how accurate their answers are. Students are also able to self-assess given the instant feedback in the video, once they answer a multiple choice question. Edpuzzle relates to the ISTE Standards for students, specifically the Empowered Learner. Students use technology to achieve and demonstrate competency in their learning goals, met by proficient performance on the video questions. It relates to the ISTE Standards for teachers as well, specifically the Analyst. Teachers use formative assessments to learn and understand student data. I would use Edpuzzle in the classroom as homework assignments, either to preview a unit or review a unit. It would be a good opportunity to analyze students' formative assessments and grade them on the activity as well. |