3.6 Selecting and Evaluating Digital Tools & Resources
Candidates collaborate with teachers and administrators to select and evaluate digital tools and resources for accuracy, suitability, and compatibility with the school technology infrastructure. (PSC 3.6/ISTE 3f)
Artifact: Evaluating Emerging Technologies Project
The artifact selected for Standard 3.6 is the Evaluating Emerging Technologies Project. This artifact was created in the Multimedia and Web Design class, ITEC 7445. The purpose of the Emerging Technologies Project was to research and choose a technology tool that would impact and benefit my school. Since my school has a 1:1 laptop plan in place, I decided to go with a free Web 2.0 tool that would be easy and fun for teachers and students to use. Additionally, I wanted to be able to implement this tool right away instead of having to wait on funding in order to purchase a program. I decided to focus on Kahoot. Kahoot is a free game-based classroom response system. Teachers can ask questions that motivate students to participate. Teachers can create quizzes, surveys, or discussions that maintain student engagement in formative assessment. Students are able to answer questions in real time as they play against each other to try to reach the top of the leader board. Teachers are able to create Kahoots based specifically on content standards, browse through thousands of already created Kahoots that address specific needs, and save and edit pre-made Kahoots.
This artifact shows mastery of Standard 3.6 because before selecting the tool, I discussed and collaborated with several teachers in my grade level to determine what type of tool would best suit the needs of my school. One of my school’s SIP goals has been to “increase student engagement through the use of technology”. Kahoot meets this goal completely. After looking into Kahoot a bit more, watching videos of other classes implementing it online, and evaluating its uses, I selected this tool to use for my project. To ensure this tool met the accuracy, suitability, and compatibility needs of my school, I performed a test run within my classroom. It worked wonderfully, and my students were hooked! I then completed a test run with my grade-level colleagues so that they may see exactly how the program worked.
Through completion of this artifact, I learned just how much technology can impact student learning for the better. If we provide tools for our students that are fun and educational, the learning will fall into place. After using Kahoot in my classroom several times, it is clear that it is a great tool to maintain student engagement. Students want to be at the top of the leaderboard and beg to play again if we have time. Being able to search through thousands of Kahoots made by other teachers is often a huge time saver. I have had the chance to teach some of my colleagues how to use Kahoot in their classrooms, and hearing about their success in using it makes me feel like I am reaching my goal of becoming a technology coach. Implementing this tool in my classroom and teaching others to use it has made me realize how much of a positive impact technology integration has on students in the classroom. This artifact could be strengthened by including some of my colleagues in the research and selection process of future Web 2.0 tools. By including more people in the selection process, I would have been able to choose a tool quicker and get more people involved from the beginning, thus allowing more time for teachers to utilize the tool in their classes.
The artifact impacted both teachers and students in a positive way. Teachers are able to use this tool to formatively assess their students in a fun and engaging way. With immediate feedback, teachers know where they must remediate and when they can move on. Students are engaged in the lesson and learning through what they feel is simply a game. The impact can be assessed through classroom walkthroughs and teacher feedback.
The artifact selected for Standard 3.6 is the Evaluating Emerging Technologies Project. This artifact was created in the Multimedia and Web Design class, ITEC 7445. The purpose of the Emerging Technologies Project was to research and choose a technology tool that would impact and benefit my school. Since my school has a 1:1 laptop plan in place, I decided to go with a free Web 2.0 tool that would be easy and fun for teachers and students to use. Additionally, I wanted to be able to implement this tool right away instead of having to wait on funding in order to purchase a program. I decided to focus on Kahoot. Kahoot is a free game-based classroom response system. Teachers can ask questions that motivate students to participate. Teachers can create quizzes, surveys, or discussions that maintain student engagement in formative assessment. Students are able to answer questions in real time as they play against each other to try to reach the top of the leader board. Teachers are able to create Kahoots based specifically on content standards, browse through thousands of already created Kahoots that address specific needs, and save and edit pre-made Kahoots.
This artifact shows mastery of Standard 3.6 because before selecting the tool, I discussed and collaborated with several teachers in my grade level to determine what type of tool would best suit the needs of my school. One of my school’s SIP goals has been to “increase student engagement through the use of technology”. Kahoot meets this goal completely. After looking into Kahoot a bit more, watching videos of other classes implementing it online, and evaluating its uses, I selected this tool to use for my project. To ensure this tool met the accuracy, suitability, and compatibility needs of my school, I performed a test run within my classroom. It worked wonderfully, and my students were hooked! I then completed a test run with my grade-level colleagues so that they may see exactly how the program worked.
Through completion of this artifact, I learned just how much technology can impact student learning for the better. If we provide tools for our students that are fun and educational, the learning will fall into place. After using Kahoot in my classroom several times, it is clear that it is a great tool to maintain student engagement. Students want to be at the top of the leaderboard and beg to play again if we have time. Being able to search through thousands of Kahoots made by other teachers is often a huge time saver. I have had the chance to teach some of my colleagues how to use Kahoot in their classrooms, and hearing about their success in using it makes me feel like I am reaching my goal of becoming a technology coach. Implementing this tool in my classroom and teaching others to use it has made me realize how much of a positive impact technology integration has on students in the classroom. This artifact could be strengthened by including some of my colleagues in the research and selection process of future Web 2.0 tools. By including more people in the selection process, I would have been able to choose a tool quicker and get more people involved from the beginning, thus allowing more time for teachers to utilize the tool in their classes.
The artifact impacted both teachers and students in a positive way. Teachers are able to use this tool to formatively assess their students in a fun and engaging way. With immediate feedback, teachers know where they must remediate and when they can move on. Students are engaged in the lesson and learning through what they feel is simply a game. The impact can be assessed through classroom walkthroughs and teacher feedback.