Social Networking and Video Gaming Teacher Web Resource
Image attributed to: "THE WEB 2.0 - Graphic representation" by Anna Maria Lopez, Lopez is licensed under CC BY-NC-ND 4.0
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The benefits of social networking and gaming in school.
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Image attributed to: "THE WEB 2.0 - Graphic representation" by Anna Maria Lopez, Lopez is licensed under CC BY-NC-ND 4.0
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Links to examples of games or websites that can be used to promote literacy.
Teachers’ activities incorporating social networking and gaming in meaningful ways.
Image attributed to: "THE WEB 2.0 - Graphic representation" by Anna Maria Lopez, Lopez is licensed under CC BY-NC-ND 4.0
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The list of meaningful ways to use games and gamification in the classroom is endless. Here are a few examples.
- Creativity is my favorite way to get students to express what they have learned. The web 2.0 tools available make this type of creative presentation quick and easy. Open Education Database has a list of 101 web 2.0 teaching tools. There are loads of creating apps for students to use.
There are many augmented reality apps that have emerged in the past few years. There are apps on many subjects, and there are apps to design your own AR targets.
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Ethics involved when using digital media in the classroom.
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Resources
Maloy, R. W., Verock, R. E. A., Edwards, S. A., & Woolf, B. P. (2016). Transforming Learning With New Technologies, Enhanced Pearson eText with Loose-Leaf Version. Pearson. Retrieved from http://gcumedia.com/digital-resources/pearson/2017/transforming-learning-with-new-technologies_ebook_3e.php
NMSU. (2018). Ethics for technology use in the classroom. Retreived from: https://online.nwmissouri.edu/articles/education/ethics-technology-use-classroom.aspx
Maloy, R. W., Verock, R. E. A., Edwards, S. A., & Woolf, B. P. (2016). Transforming Learning With New Technologies, Enhanced Pearson eText with Loose-Leaf Version. Pearson. Retrieved from http://gcumedia.com/digital-resources/pearson/2017/transforming-learning-with-new-technologies_ebook_3e.php
NMSU. (2018). Ethics for technology use in the classroom. Retreived from: https://online.nwmissouri.edu/articles/education/ethics-technology-use-classroom.aspx