Through my class reading, I read about community-centered environments that focus on learning from one another and contributing to the larger societies of people who share common interests and/or goals (Brown and Green, 2011, p. 140). Storybird is an instructional tool that allows the students to be creative and share and help one another through the writing process by using Storybird. I've also discovered how Storybird transforms my students' passion for writing. They relish crafting imaginative tales, and Storybird enables them to unleash creativity. Storybird allows students to effortlessly create visually stunning stories. The platform's layout and straightforward drag-and-drop functions make it a valuable tool for educators and students. Storybird has a huge collection of great illustrations and artwork from professional artists, providing inspiration for inventive storytelling and empowering students to delve into their creativity and articulate their thoughts in written form. Below is a video on how Storybird is used in the classroom!
Instructional tools encourage students to actively participate in the learning process. Using these tools, students can develop critical thinking skills and a deeper understanding of the subject. Interactive activities like simulations, games, and collaborative projects make learning more dynamic and enjoyable. Furthermore, these tools can be tailored to accommodate different learning styles, ensuring that each student has the opportunity to succeed. When actively involved, students are more likely to retain information and apply their knowledge in real-world situations, fostering a lifelong love of learning.
References
Brown, A. H., & Green, T. D. (2011). The Essentials of Instructional Design: Connecting Fundamental Principles with Process and Practice. Taylor & Francis.
FreeImage. (n.d. Learning. [Image]. FreeImage.www.bing.com
Gredler, M. (2004). Games and simulations and their relationships to learning. In D. H. Jonassen (Ed.), Handbook of research for educational communications and technology (2nd ed., pp. 571–581). London and New York: Routledge.
Lowther, D. L., & Russell, J. D. (2012). Instructional technology and media for learning (10th ed.). Boston, MA: Pearson.
Storybird. (2015, August 28th). Storybird For Educators [Video]. YouTube. https://youtu.be/PJ9ycfrCR44?si=eJl37Bro0-aJjNhz
Triple S Games. (2023, June 23rd). How to Play Qbitz. Youtube. https://youtu.be/DXWl4GZO47I?si=PhYnIYZ4VA_aYjnB
Hey Mena, outstanding post! I enjoy using games in my second-grade classroom as well. Nothing grabs their attention like stating, "Today, we are going to play a game." Even if the outcome is the same as what would be completed with a worksheet, students get more excited and stay engaged longer whenever they are "playing'" to learn. According to Brown and Green (2024, p. 123), "Games keep learners interested in repetitious tasks (e.g., memorizing); well-designed games are fun to play and attractive to learners; and gameplay can provide a relaxed atmosphere for learning." I think it is also important to note that games should be well-designed and help to reach a learning objective. having fun for fun's sake is great, but that is what recess is for. Games in the classroom should help to deepen understanding and maximize retention, as you've said.
ReplyDeleteReference:
Brown, A., & Green, T. (2024). The Essentials of Instructional Design: Connecting Fundamental Principles with Process and Practice. Fifth Edition. New York: Routledge.
Mena, I enjoyed reading your blog post. I also have a large collection of games in my gifted classroom. I even have a rule that when students finish my assignments early, they may only get non-digital activities. They love Q-bitz, Rush Hour, Kanoodle, Prime Climb, and Rubiks Race to name a few. Critical thinking games engage students in social interaction, as well as problem solving. "The findings in this study align with similar studies that have reported the effectiveness of game-based learning methods in improving student engagement and student interaction in the classroom environment" (Balakrishna, 2023). Games also promote cooperative learning. This is especially important in the gifted classroom where many students have "big" emotions. Games help them learn to work through adversity in a controlled environment. "Making use of games as instructional activity has a number of advantages: games keep learners interested in repetitious tasks; well-designed games are fun to play and attractive to learners;and game play can provide a relaxed atmosphere for learning" (Brown & Green, 2024, p. 145)
ReplyDeleteReferences
Brown, A., & Green, T. (2024) The essentials of instructional design:
Connecting fundamental principles with process and practice.
Routledge.
Balakrisha, I. (2023). The impact of classroom non-digital, game-
based learning activities on students transitioning to higher
education. Education Sciences, 13(4),
https://doi.org/10.3390/educsci13040328