Relative Advantage of Using Digital Games in the Mathematics Classroom

According to a 2014 article by Keeler, digital classroom games fall into three categories: game-based learning, playsheets, and gamification. Game-based learning is “when students play games to learn content” while gamification is “the application of game-based elements to non-game situations” (Keeler).  Playsheets provide an opportunity for content to be reinforced somewhere between game-based learning and … More Relative Advantage of Using Digital Games in the Mathematics Classroom

Acceptable Use Policy

In today’s technology-rich society, many schools are finding it necessary to adopt Acceptable Use Policies.  The Acceptable Use Policy is created by a school system as a way to ensure that the school technology devices, network storage, and internet connections are being used for educational purposes and not for inappropriate content or personal gain. In … More Acceptable Use Policy

Video In the Classroom

I talked with some of the professional educators that I work with to gather their thoughts about using video in the classroom. I am personally experimenting with a blended classroom to allow students to get some instructional material directly from me and to get some instruction from multimedia items such as videos (both those found … More Video In the Classroom