Wednesday, 8 October 2014

Technology in the Classroom using Coconut Vowels

            Once assigned to the Beta group, my group members and I immediately discussed our ideas on how to go about our first project.  We knew we wanted the game to be educational, exciting, and most of all, engaging.  We each came into class with a game and although each of us liked the others game, we couldn’t decide on a game. When we did, I felt that we were settling for something that was less than the standards we agreed on. This was probably the most difficult task our group had undergone.  Providentially, using the site Ramon chose, I researched more games to choose from and found Coconut Vowels, which was the perfect fit for us.  Majority of our group members are English for Education majors so the content of the game was not only educational, but also enticing for us.  I felt that, with the connection to the coconut and the fact that we live on an island, the title of the game itself would entice our audience. We practiced and helped each other when it was the other's turn. By the end of the class period, we were Coconut Vowel masters.  One main aspect that I especially enjoy about the game is that it includes the Common Core State Standards right below the game window on the web page. According to Darrell West and Joshua Bleiberg (2013), the standards make instruction easier for teachers.  They also asserted:
Having a single set of standards eliminated redundancy and conflicting guidelines.  Furthermore universal adoption of common standards will support future technological innovations that aid teachers.  From a technical perspective, standards facilitate the development of new technologies.  Innovators can focus on developing tools that better serve students rather than solving technical challenges of interoperability created by multiple sets of standards (West & Bleiberg, 2013).
With this assertion, one can understand that the standards were implemented to benefit teachers and students by implementing the use of new technology tools to continue to help students excel.
            The technology tools my group and I utilized for the educational game project were Emaze for our presentation, PhotoBooth on the Apple MacBook Pro was utilized to take our group picture used on our presentation, and Gmail was utilized to email the link to the game to our classmates. I hope to be able to use Coconut Vowels in my English content area when I teach my students how to spell.  The game is designed for the 2nd grade level, however, I believe I can modify it and create a similar game for the secondary grade level.  I consider this game to be appropriately educational and engaging for 2nd graders and additionally for older children as it even captured attention from all the students during our presentation. Many of them wanted to retry the level to obtain a higher score.  For myself, this was a sign of victory in achieving our goal of engaging our audience. Many of the students also interacted with each other on what words to make with the given letters.

            In the classroom, peer interaction may involve peer tutoring, which gives satisfaction to students because they are able to help peers without the aid of the teacher ("Effects of Technology on Classrooms and Students," n.d.).  Peer tutoring also allows teachers to spend more time teaching the content without having to repeat his or herself, which allows more time for students to work. By implementing technology in the classroom it allows students to: concentrate on the lesson at hand, enthuses and engages student learning, allows students to learn at a convenience, and lastly prepares students to be successful in their futures (Huneycutt, 2013). Coconut Vowels is an excellent aid to teach students how to spell while implementing technology in the classroom. With the help of the online interactive game, it will help myself, as a teacher, to teach students differently from the traditional textbook method, yet still ensuring content comprehension.

Effects of Technology on Classrooms and Students. (n.d.). Retrieved October 8, 2014, from website:
https://www2.ed.gov/pubs/EdReformStudies/EdTech/effectsstudents.html

Honeycutt, Timothy. (2013, October 8). Technology in the Classroom:  The Benefits of Blended Learning. Retrieved October 8, 2014, from National Math + Science website:
http://www.nms.org/Blog/TabId/58/PostId/188/technology-in-the-classroom-the-benefits-of-blended-learning.aspx

West, D. & Bleiberg J. (2013, May 7). Five Ways Teachers Can Use Technology to Help Students. Retrieved October 8, 2014, from Huffington Post website:
http://www.huffingtonpost.com/darrell-west/five-ways-teachers-can-us_b_3228851.html


1 comment:

  1. Hi:
    Nicely written, but the first paragraph should be left justified, as is the rest of your essay, not centered.
    -j-

    ReplyDelete