Instructional Tools


(Freeimage,n.d.)

As a Gifted Resource teacher for four years, I have learned that using instructional tools to enhance the lesson is beneficial because it allows the students to stay engaged.  Gifted students often learn at a faster pace or have different learning styles compared to their peers. Instructional tools can be customized to meet the specific needs of students, allowing them to engage more deeply with subjects or advanced concepts that traditional methods may not support. These tools often have adaptive features that modify the difficulty level based on the student's progress, enabling gifted students to advance at their own pace and delve into topics more thoroughly without the constraints of a standardized approach. According to Brown and Green (2011), "Instructional activities are experiences designed to help students learn. These are the interactions and events in which people participate to gain new knowledge, skills, or insight. A wide variety of activities are possible for any educational situation. The instructional designer’s job is to identify activities that will work best based on the learners’ needs and the instruction’s goals and objectives" (p. 143). Tools like creative software or instructional games allow these students to pursue their interests innovatively. They provide opportunities to experiment, create, and solve problems in environments that foster exploration and creativity. I enjoy introducing my students to games that stimulate their intellect, such as Q-Bitz. Instructional games, a type of instructional simulation, are activities where participants follow specific rules and aim to achieve a certain goal, often in competition with others (Smaldino, Lowther, & Russell, 2012). According to Gredler (2004), "Games serve four instructional purposes: practicing or refining knowledge or skills, identifying gaps or weaknesses in knowledge or skills, reviewing or summarizing presented content, and illustrating and developing new concepts and principles" (p. 54). My students love this game; it helps with their problem-solving skills. Below, you will find a video showing you how to play Q-Bitz. 


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  

2 comments:

  1. 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.

    Reference:
    Brown, A., & Green, T. (2024). The Essentials of Instructional Design: Connecting Fundamental Principles with Process and Practice. Fifth Edition. New York: Routledge.

    ReplyDelete
  2. 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)

    References
    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

    ReplyDelete

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