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competencies?
2. Use maps, charts, graphs, geographic data and available technology tools
(i.e. GPS and GIS software) to interpret and draw conclusions about
● Why Games?(Rational)
the preceding decades, even as those differed from earlier students. Games will help us
work with them. In particular, 21st-century students have grown up using different
technology from that which their professors grew up with. Using games, not necessarily
video games, for teaching is one way to shift to a more appropriate learning format for
podcasting, and video making are being used in today’s classroom. These digital
technologies alter and extend our communication abilities, often blending text, sound,
and imagery. For educators, it’s about thinking about how students “move through”
materials as they read and research and how digital materials make that a fundamentally
different process. I can apply New Literacies to this project pedagogy, content and
classroom. James Paul Gee (2011), the Mary Lou Fulton Presidential Professor of
Literacy Studies at Arizona State University, mentioned in his book that good video
games are designed to enhance learning through effective learning principles supported
by research in the Learning Sciences. By using and introducing some good video
games, we can successfully attract our students’ attention to improve the engagement.
Being an effective teacher means knowing how and when to use technology in the
classroom. We must come prepared with technological knowledge in order to guide our
students in their own discoveries. Koehler and Mishra (2009) write, “There is no ‘one
best way’ to integrate technology into curriculum. Rather, integration efforts should be
creatively designed or structured for particular subject matter ideas in specific classroom
contexts” (p.62). By using the TPACK model, I will be able to align our pedagogy,
teacher, I’ll choose the online platform Metaverse to help teach my students the
concepts of narrative writing. These sites may help motivate my students to understand
the content of narrative writing, and make my pedagogical decisions revolve around
learning. It targets the 21st century skills needed by our students. It pushes them to take
their concrete knowledge and use that knowledge innovatively. The implementation of
Bloom’s Revised Taxonomy was used to ensure that our students were reaching these
higher-level thinking skills. Skills that are needed in order to be successful in a global
society. We wanted students to move beyond remembering and understanding, so they
could move toward creating. By using Metaverse, students were motivated to begin
Here, I’d like to apply Erikson’s developmental theory to my project. Erik Erikson
from infancy to adulthood. During each stage, the person experiences a psychosocial
crisis which could have a positive or negative outcome for personality development. I
would focus on the fourth stage which children will be learning to read and write.
Teachers begin to take an important role in the children’s life. If children are encouraged,
they begin to feel industrious and confident in their ability to achieve goals. Therefore, in
order to implement more game-based learning and help students reach their potential,
teachers should encourage and reinforce children’s initiative by applying more effective
games in class.
In the lesson, the objective will be for students to use gaming as a writing tool, and
Students will be using the online platform Metaverse to create augmented reality
experiences inspired by their assigned readings. Metaverse has a wide variety of uses
with users being able to create everything from mobile games to interactive stories that
allow the players to choose their own adventures. Metaverse is geared toward the
everyday tech users since it requires no ability to code. Users simply arrange
components from a toolbar above their “working space” onto a storyboard and connect
them together with the click of their mouse. The users’ creations are shareable and can
visual, auditory and tactile learners to one another without sacrificing their individual
learning needs.
2. https://www.widewalls.ch/japanese-manga-comics-history
● Lesson plan:
END
Peers feedback and group Ask students to give Time: 10-15 minutes
reflection feedbacks and comments to
their peers’ work;
Each group need to reflect
their presentation,
collaboration, what they’ve
learned, and any global views
they have.
END