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1-to-1BYODFlipped LearningGamificationGaming
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NamesLeigha, DiegoChelsea, Anna BethMichaela ,AshleyCaitlynn, Lakeisha Matt, Linton
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What is it?1 to 1 iniative is when every student has computing device as one of their key learning tools. This could be a laptop, handheld tablets, or anyone other electronic device. BYOD stands for Bring Your Own Device. It is a policy where students are able to bring their own device, register them, and use them in the classroom and learning environment. A pedogogical approach in which direct instruction moves from group learning to individual learning./ students learn outside of the classroom, then come with questions. This would typically involve students looking up the information.Gamification is a highly psychological principle that is easily marketable. Kids like video games, and for the most part we can assume that they don't like school.Gaming is simply playing games in the classroom to learn. These games can be used for review or to even teach a concept.
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What are benefits?24/7 access to a digital resource, motivation increases (students have the liberty to look up what interest them on their own time), differentiation for students (learners can access different resource at their own speed and level), no more computer labs, school provides wireless networks, school marketing (schools are seen as unique for offering 1-to1)Promotes greater participation, students become engaged and interested,cut down on schools' huge yearly technology expenditure Benefits Include: The students are able to experience both sides and do some learning on their own, improved student-teacher interaction, orderly, self-paced learning, practice time for timely feedback."Gamification techniques strive to leverage people's natural desires for competition, achievement, status, self-expression, altruism, and closure. A core gamification strategy is rewards for players who accomplish desired tasks." (from the wiki) So many kids are into gaming, are competitive, and like earning smaller things like badges and such, that such a strategy can be extrememly useful in a classroom as motivation. Just as Play Station uses "trophies" and Xbox uses "Achievements," so gamification uses such things to motivate students of all ages.Some students are motivated by games. Students persevere and solve problems in relevant contexts. Video games allow students to learn and solve problems when they approach a challenge, rather than learning separate from real-world problems.;
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What are pitfalls?Cost more to implement and sustain a 1-to-1 initiative, some 1-to-1 initiatives have failed to increase student scores (the initative seems to focus on technology skills), only as effective as the school that adopts it (teachers have to incorporate technology to the majority of their lessons), some teachers do not received the correct amount of time training. Not every student has access to a personal device, promotes distraction in the classroomPitfalls Include: will not accomidate every individuals needs. Another pitfall would be that not all schools or students have the technology needed for a flipped classroom. The idea of having students in front of a screen for their homework and teaching time.Gamification might absorb teacher resources, or teach students that they should learn only when provided with external rewards.Some people think gaming is a waste of time. Some people think there's no room for play in the classroom. Teachers need to understand how the game can support content standards, critical thinking, collaboration, etc.
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What do teachers need to know?Effective teacher training, troubleshooting/contact, how to implement the device in most of their lessons, using the device ONLY as a tool rather than the only means of insturction. how to learn alongside the student during the process, digital citizenship and digital laws, how to place the process on the discovery and not the final project, how to manage the class when devices are involvedTeachers need to understand that some students will understand right away and others will need more guidance. They need to know that students will work at different paces.Be sure to check out http://leveluped.wordpress.com/ & http://gamified.co.uk/news/category/gamification/Teachers need to know how to properly use games in the proper way. There is so much more to playing games in the classroom rather than just having your students play games while you sit at your desk. A teacher may also need to know beforehand how to correctly play the game if they have never played it before. Teachers also need to be aware that classroom management skills may need to be impleted in case students get off track.
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Q1How do school afford the buy computers for every student?How does the school provide for students who don't own or have access to a personal device?Have any of your professors used the flipped learning strategy in your college courses?Is gamification something only used in education or some other singular sphere?What are some interesting games that you have experienced while either teaching in school or going through school?
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A1@StephenG240 some take home some do not. $$$ is biggest issue for us right now!, @StephenG240 next best thing to 1:1 - BYOD, @StephenG240 programs/software = additional costs - no use for 1:1 if devices don't have necessary programs, @gilbertaudra we applied for and received a state grantThey could allow time in the library so that the students could use the computers that are provided by the school. Or even after school time for those who need a device.No. From what I can tell gamification is used in all spheres of thought; health care, sports, charities, buisness, etc. (from scrolling twitter).Look at create games using programs like MIT's Scratch http://scratch.mit.edu/, or Gamestarmechanic http://gamestarmechanic.com/

There are many learning applications and skills that can be incorporated, i.e. themes, storyline, characters, math, etc... 
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Q2Do students get to take their computers/ipads home? Or are they only for school use?What apps/websites have you found to be the most helpful?Could you use flipped learning in Special Needs classrooms?Are there good apps or sites or other such things for using the gamification strategy?What are the best ways to manage a classroom while games are being played?
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A2 @StephenG240 so it is up to the students to take devices homeiMovie, Popplet, Animoto, Socrative, Twitter, Poll Everywhere, Voice Thread, Brain Pop, Discovery, Padlet, etc.Play with the students! Classroom management is rarelyl a problem with engaged gaming.
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Q3What do teachers do about students who do not have internet access at home? How do you manage your classroom when devices are involved? What technology could be used for this?Why is Gamification a good tool to use in the classroom?What are some ways that technology could be incorporated into playing games in the classroom?
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A3Some communities provide free/cheap internet access within school limits. Newton, NC is an example. When technology is involved, a teacher needs to set ground rules from the very beginning on what sites the students can be on etc. But overall, I do think that the students would be engaged with the technology."good way to build community in classroom and have students work towards a larger purpose"Internet games can be used. Also with using technology it is important to teach your students proper digital citizenship. This article shares how gaming can teaching reading, writing, & problem solving: http://askatechteacher.com/2014/04/16/how-minecraft-teaches-the-three-rs/
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Who did you connect wtih?Dr. Linton,@StephenG240Katie Lepi (author of blog post) Holly Wellham, Guardian ProfessionalKim Wilkens using TED-ED http://ed.ted.com/on/uk36wtoI -Dayson Paison via Twitter@lucasgillispie; Elizabeth McCarthy
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How did you connect?http://www.ascd.org/publications/educational_leadership/feb11/vol68/num05/One-to-One_Laptop_Programs_Are_No_Silver_Bullet.aspx, http://www.classroom20.com/profiles/blogs/benefits-of-a-11-laptop-schemeTwitter, Blogs/websites http://www.edudemic.com/byod-apps-symbaloo/Internet website: http://info.lecturetools.com/blog/bid/59158/The-Advantages-and-Disadvantages-of-the-Flipped-Classroomtwitter, googleTwitter, Google+ communities, blog post
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Infographic of the Gamifcation of education:http://askatechteacher.com/2014/04/16/how-minecraft-teaches-the-three-rs/
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http://www.knewton.com/gamification-education/Twitter, Google+
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