Standard 2.3 Authentic Learning
Candidates model and facilitate the use of digital tools and resources to engage students in authentic learning experiences. (PSC 2.3/ISTE 2c)
Artifact: engaged learning lesson
Reflection
Students love to play video games. The Bloxel activity allowed students to create a video game based on using an application and the Bloxel kit. My role in this artifact was creating the lesson plan and an example of how to create a video game using the Bloxels set and present the information to my students. I also created a video for students to watch on how to use Bloxels. Students had a chance to create WWII characters, backgrounds, and storylines to complete their game. Students enjoyed the Bloxel experience and were excited to create their own video games. It was easy to gain students’ attention as they were engaged throughout the process. It was an enjoyable lesson to teach. When you get into the creative parts of technology, it is amazing to see how students’ ideas are created and how they create things that you would not have thought.
The fifth-grade students at Poole Elementary had the opportunity to create a WWII video game using the Bloxel program. When students complete research about WWII, students will use the Bloxel program to create factual places and characters from what they learned during the unit. Prior to the activity, the teacher will model how to create characters and backgrounds by showing students a video. The students are creating video games for others to play and gain knowledge about the events of WWII. I facilitated the activity by moving around the room and assisting students with troubleshooting and basic app use of the program. The students were the developers of the backgrounds and characters of their games. The classroom will be set up so students will be able to work in groups of 3-4 students. Each group iPads borrowed from the county, as well as the Bloxel kits that were borrowed from the county. The activity was an authentic learning experience because students created video games for others to play and try to master. There are students who wish to be video game makers in the future, this authentic experience was meaningful to them. I demonstrated mastery of this standard because Bloxels requires students to work together using an authentic learning activity when creating their video games.
From this artifact, I learned that I need to give students more time to be creative and thoughtful. I know I rushed students through the process and activity because of time purposes. We needed to move on to another topic. I would have also liked to have students work in partners instead of working in groups of three and four. If students were to work in partners, then I believe more work would have been completed there would have been higher levels of engagement.
That task students were being asked to complete was an authentic learning experience. Students were asked to take their knowledge of WWII and create a video game based on the information that was researched and learned. The acquired information would be used to create a video game based on WWII. This artifact impacted student learning by having then completed a video game that they would base off of WWII events learned during their WWII unit. This activity is assessed through teacher observations, the video games that students create, the playing of other groups’ games, and the rubric students received before the activity.
Students love to play video games. The Bloxel activity allowed students to create a video game based on using an application and the Bloxel kit. My role in this artifact was creating the lesson plan and an example of how to create a video game using the Bloxels set and present the information to my students. I also created a video for students to watch on how to use Bloxels. Students had a chance to create WWII characters, backgrounds, and storylines to complete their game. Students enjoyed the Bloxel experience and were excited to create their own video games. It was easy to gain students’ attention as they were engaged throughout the process. It was an enjoyable lesson to teach. When you get into the creative parts of technology, it is amazing to see how students’ ideas are created and how they create things that you would not have thought.
The fifth-grade students at Poole Elementary had the opportunity to create a WWII video game using the Bloxel program. When students complete research about WWII, students will use the Bloxel program to create factual places and characters from what they learned during the unit. Prior to the activity, the teacher will model how to create characters and backgrounds by showing students a video. The students are creating video games for others to play and gain knowledge about the events of WWII. I facilitated the activity by moving around the room and assisting students with troubleshooting and basic app use of the program. The students were the developers of the backgrounds and characters of their games. The classroom will be set up so students will be able to work in groups of 3-4 students. Each group iPads borrowed from the county, as well as the Bloxel kits that were borrowed from the county. The activity was an authentic learning experience because students created video games for others to play and try to master. There are students who wish to be video game makers in the future, this authentic experience was meaningful to them. I demonstrated mastery of this standard because Bloxels requires students to work together using an authentic learning activity when creating their video games.
From this artifact, I learned that I need to give students more time to be creative and thoughtful. I know I rushed students through the process and activity because of time purposes. We needed to move on to another topic. I would have also liked to have students work in partners instead of working in groups of three and four. If students were to work in partners, then I believe more work would have been completed there would have been higher levels of engagement.
That task students were being asked to complete was an authentic learning experience. Students were asked to take their knowledge of WWII and create a video game based on the information that was researched and learned. The acquired information would be used to create a video game based on WWII. This artifact impacted student learning by having then completed a video game that they would base off of WWII events learned during their WWII unit. This activity is assessed through teacher observations, the video games that students create, the playing of other groups’ games, and the rubric students received before the activity.