ELA Project-Based Learning and Technology
Research has found that using technology, such as laptops, in ELA classrooms can improve grades after a year compared with traditional teaching tools. The key to successfully implementing project-based learning for ELA classes is to scaffold activities around the goals and objectives of the lesson. Technology is full of resources to help with this. For example, when tracking a theme in a novel, students can use a mind-mapping app such as Idea Sketch or Popplet to organize their thoughts and connections to the theme. Programs likeEvernote, and all of its connected applications, are also ideal for project-based learning in an ELA classroom because they help students access, annotate, organize and present all sorts of information.
Getting an Audience
One of the key elements of project-based learning is providing students with an audience for their learning. Through games, students can access a much broader audience for their projects. For example, students can create and interact within a virtual world while playing Minecraft, using the game to create visualizations related to a text, interact as a specific character or write about their experiences with the game. Those who want more of a pre-planned project can build their reading and writing skills through websites such as Youth Voices and Evoke, which feature games full of texts for students to read and discuss, as well as problems for them to solve.
Developing a Game
Many project-based learning activities have students develop games of their own. Typically, students create the games by hand, using markers, scissors, glue and poster board. However, students can also create games online. EdCreate, Purpose Games and Zondle allow students to create simple educational games, particularly those that involve quizzes and riddles. Resources such as Sploder and the CBBC Game Builder are slightly more complex and encourage students to think more about the instructions that go along with their games.
Project Presentation Tools
Students can also use different app-based presentation tools to help document their learning in the ELA classroom. Students can summarize a novel they read or turn one of their own stories into a short book with the FlipBook or StoryKit apps. Photographs can be doctored and turned into entertaining slideshow presentations with apps such as SonicPics and StripDesigner. Presentation apps such as Keynote, Animotoand even Sock Puppets help students to share their research or visualize answers to overarching questions in creative ways.
The key to project-based learning in the ELA classroom is figuring out what students should learn, providing them with a few overarching questions to consider and then giving them the tools or suggesting specific mediums for students to use to answer those questions. Students may keep an online diary to help them analyze a character while reading a novel, create a game to go through the process of writing a short story or develop a sock puppet presentation to highlight some common propaganda and persuasive techniques. Whatever students are tasked with and however they display their learning, the goal is that students are discovering and learning for themselves.
ELA Project-Based Learning and TechnologyResearch has found that using technology, such as laptops, in ELA classrooms can improve grades after a year compared with traditional teaching tools. The key to successfully implementing project-based learning for ELA classes is to scaffold activities around the goals and objectives of the lesson. Technology is full of resources to help with this. For example, when tracking a theme in a novel, students can use a mind-mapping app such as Idea Sketch or Popplet to organize their thoughts and connections to the theme. Programs likeEvernote, and all of its connected applications, are also ideal for project-based learning in an ELA classroom because they help students access, annotate, organize and present all sorts of information.Getting an AudienceOne of the key elements of project-based learning is providing students with an audience for their learning. Through games, students can access a much broader audience for their projects. For example, students can create and interact within a virtual world while playing Minecraft, using the game to create visualizations related to a text, interact as a specific character or write about their experiences with the game. Those who want more of a pre-planned project can build their reading and writing skills through websites such as Youth Voices and Evoke, which feature games full of texts for students to read and discuss, as well as problems for them to solve.การพัฒนาเกมกิจกรรมตามโครงการต่าง ๆ มีนักพัฒนาเกมของตนเอง โดยทั่วไป นักเรียนสร้างเกมด้วยมือ การใช้เครื่องหมาย กรรไกร กาวและโปสเตอร์ อย่างไรก็ตาม นักเรียนสามารถสร้างเกมออนไลน์ EdCreate เกมวัตถุประสงค์ และ Zondle ช่วยให้นักเรียนสร้างอย่างเกมการศึกษา โดยเฉพาะอย่างยิ่งผู้ที่เกี่ยวข้องกับแบบทดสอบต่าง ๆ และปริศนา ทรัพยากรเช่น Sploder และสร้างเกม CBBC ซับซ้อนเล็กน้อย และส่งเสริมให้นักเรียนคิดเพิ่มเติมเกี่ยวกับคำแนะนำที่ไปพร้อมกับเกมของพวกเขาเครื่องมือการนำเสนอโครงการนักเรียนยังสามารถใช้เครื่องมือนำเสนอ app พื้นฐานแตกต่างกันเพื่อช่วยให้เอกสารการเรียนรู้ในห้องเรียน ELA นักเรียนสามารถสรุปเป็นนวนิยายที่อ่าน หรือเปิดเรื่องราวของตนเองอย่างใดอย่างหนึ่งเป็นหนังสือสั้น ๆ กับ apps FlipBook หรือ StoryKit ภาพถ่ายสามารถ doctored และเป็นบันเทิงนำเสนอภาพนิ่งงานนำเสนอ apps เช่น SonicPics และ StripDesigner นำเสนอ apps เช่นประเด็นสำคัญ Animotoand แม้แต่ถุงเท้าหุ่นกระบอกช่วยให้นักวิจัยของพวกเขาที่ใช้ร่วมกัน หรือมองเห็นภาพเป็นคำตอบของคำถามคัดสรรวิธีที่สร้างสรรค์The key to project-based learning in the ELA classroom is figuring out what students should learn, providing them with a few overarching questions to consider and then giving them the tools or suggesting specific mediums for students to use to answer those questions. Students may keep an online diary to help them analyze a character while reading a novel, create a game to go through the process of writing a short story or develop a sock puppet presentation to highlight some common propaganda and persuasive techniques. Whatever students are tasked with and however they display their learning, the goal is that students are discovering and learning for themselves.
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