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Showing posts from March, 2025

Case Studies

Case Study 1: Nearpod https://nearpod.com/library/ Image 1                                                                                                                                                                                       Overview     Nearpod is a useful site that allows teachers to present live to students. Students are able to access their own copy of a presentation/lesson where there are interactive components to encourage communication amongst peers as well as fo...

Annotated Bibliography

The final project for this course gives us as students, space to research something that is interesting and relevant to each of us as individuals. As new media and new literacies become a more prominent topic in our every day education lives, and lives in general, I found myself going back and forth regarding many topics. With my love for math, I settled on the use of educational games in the classroom. We have briefly learning about how various literacies are created and or used in the gaming world that may not be in a traditional classroom, yet are still vital to learning. I am eager to learn more about supporting students who may be passionate about "gaming literacies" by incorporating these types of literacies in the classroom to an extent that benefits learners. There is undoubtedly a fine line of helping and hurting in terms of the use of games in an educational space, but it is a matter that needs to be researched in order to not cross this line.  Gamification has the ...