FlUrNing: The Classroom Makeover
Abstract
FlUrNing: The Classroom Makeover
This capstone project explores the pedagogical depths of learner engagement and differentiated instruction based on student interest and choice. The Multimedia portion of my capstone is a website platform that was created to provide teachers, parents and students a place to share fun and effective learning tips. Consequently, resulting in a hub for innovative ways to increase learner engagement. The Instructional Design portion was created to show how to take traditional research assignments and increase learner engagement by adding technology and choice. Lastly, the Literature Review portion consists of a comprehensive analysis of the effects that Game-Based Learning using educational technology has on improving student achievement and engagement. Additionally, we will explore another way to identify learning preferences within students to provide teachers with pertinent data to differentiate instruction.
This capstone project explores the pedagogical depths of learner engagement and differentiated instruction based on student interest and choice. The Multimedia portion of my capstone is a website platform that was created to provide teachers, parents and students a place to share fun and effective learning tips. Consequently, resulting in a hub for innovative ways to increase learner engagement. The Instructional Design portion was created to show how to take traditional research assignments and increase learner engagement by adding technology and choice. Lastly, the Literature Review portion consists of a comprehensive analysis of the effects that Game-Based Learning using educational technology has on improving student achievement and engagement. Additionally, we will explore another way to identify learning preferences within students to provide teachers with pertinent data to differentiate instruction.
I. Multimedia Products
Creating a central location for teachers, parents and students to all come together and explore collective tips to take learning to the next level has been one of my goals throughout my entire program. During CUIN 7316, Design Online Educational Resources, this FlUrNing website was originally created as a platform to gather students to tutor and enrich. Since its creation, I have now added the element of a blog with hopes to use this as a hub for innovative instructional strategies that can be shared amongst the community.
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During CUIN 7358: Digital Storytelling, we were tasked with creating a digital story that covered a topic meaningful to us. My story covered the vision of what teaching and learning could be if we focused more on uncovering students' interests and using student agency to increase engagement with culturally relevant instruction.
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II. Design Document
Throughout CUIN 7390: Instructional Design, we developed a plan to present a lesson of our choosing. My design document focused on introducing students to Google Docs in order to prepare them for their research project. Though, not a traditional research project, a FlUrNing research project. This project required them to gather information on an African American of their choice, type up a brief introduction (summary) of their person's life, and use technology to create templated social media profiles for their person.
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III. Literature Review
Abstract
As more students are growing up with technology within reach, far too few classrooms have found a way to integrate technology into their curriculum. Many classrooms across the country have found a way to implement technology into everyday use, but fail to use technology as the instructional instruments they can be. The following review of literature will examine the effects of Game-Based Learning (GBL) and Digital Game-Based Learning (DGBL) has on student achievement and engagement.
As more students are growing up with technology within reach, far too few classrooms have found a way to integrate technology into their curriculum. Many classrooms across the country have found a way to implement technology into everyday use, but fail to use technology as the instructional instruments they can be. The following review of literature will examine the effects of Game-Based Learning (GBL) and Digital Game-Based Learning (DGBL) has on student achievement and engagement.