Maslow’s Hierarchy of need starts with self-actualization then dependents to esteem and so on to love and belonging, safety needs, and physiological needs. The needs at the end of the phyrimid must be satisfied before someone can worry about needs listed higher. The first four needs are deficiency needs and the last need is aContinue reading “Maslow’s Hierarchy and Bloom’s Taxonomy”
Author Archives: adelinegrace13
Annotation #3
Source reference Stege, L., Lankveld, G., & Spronck, P. (2011). Teaching High School Physics with a Serious Game. International Journal of Computer Science in Sport, 10(1), 1-12. Article type Experiment First citation The video game E and Eve’s electrical Endeavors was developed by Eindhoven University of Technology to develop skills and acquire knowledge about electricalContinue reading “Annotation #3”
Annotation #5
Source reference Haynes, K. 12 easy Ways to Use Technology in the Classroom, Even for Technophobic Teachers. Teachhub. https://www.teachhub.com/12-easy-ways-use-technology-your-classroom-even-technophobic-teachers Article type Online Newspaper Article First citation There are so many webquests on the Ineternet (Haynes, K., par.9) Summary There are numerous ways technology can be used in the classroom. It can be scary trying outContinue reading “Annotation #5”
Annotation #2
Source reference Janarthanan, V. (2012, April 16-18). Serious Video Games: Games for Education and Health. Ninth International Conference on Information Technology – New Generations, https://ieeexplore.ieee.org/abstract/document/6209109/metrics#metrics Article type Scholarly article First citation Children playing Monopoly and Sudoko increase their analytical skills, ability to handle different situations that are stressful for make them panic, as well as, haveContinue reading “Annotation #2”
Annotation #4
Source reference Gamelearn Team. Eight examples that explain all you need to know about serious games and game-based learning. Game-learn. Article type Blog First citation There are five elements to serious games required to make them effective; a story, gamification, immediate and individualized feedback, simulation, and learning(Gamelearn Team, paras. 7-14). Summary Game-based learning is the useContinue reading “Annotation #4”
CHoMP
Pedaste, M., Mäeots, M., Siiman, L.A., de Jong, T., van Riesen, S.A.N., Kamp, E.T., Manoli, C.C., Zacharia, Z.C., & Tsourlidaki, E. (2015). Phases of inquiry-based learning: Definitions and the inquiry cycle. Educational Research Review, 14, 47-61. doi:10.1016/j.edurev.2015.02.003. Inquiry-based learning is gaining popularity in science curricula, international research and development projects as well as teaching. OneContinue reading “CHoMP”
Main Points
There were three main points of this week. The first was Chapter 5, the second was Chapter 6, and the third was ARCS. Chapter 5 is titled The Means and End of Mental Training: The Psychological and Logical which went over logic and discipline. ARCS was how to inspire students. The main point of thisContinue reading “Main Points”
What Surprised Me!
Minecraft in the classroom… Honestly, I think this is a great idea. Often times I feel as though teachers are out of touch with their students. I feel as though bringing video games into the classroom would increase productivity. Motivation is key when it comes to a successful learning outcome and having some fun isContinue reading “What Surprised Me!”
ARCS
Successfully motivating someone can be done through ACRS; Attention, relevance, confidence, and satisfaction. Attention is all about getting your learners’ interested, relevance is about showing your learners’ what they are doing is useful, confidence is about instilling the idea of wanting success, and satisfaction is about learners’ being content with what they are doing. I’mContinue reading “ARCS”