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  • Writer's pictureErin Curry

Video Discussion Board #3


In Liz Kolb’s book Learning First, Technology Second (2017), she discusses how technology should be used to engage, enhance, and extend learning. Games are typically engaging naturally, but it takes planning and intentionality in order to ensure it is extending and enhancing the learning as well. Without that planning by the teacher, games end up being a distraction and sometimes a waste of time.

Part of my role is to teach Digital Citizenship curriculum to our students. On top of the lessons that we do together, I also allow them to use the apps designed by Common Sense Media (Common Sense Education). These apps are called Digital Compass and Digital Passport. They have different gaming options that use simulations of real-world experiences to teach students how to use technology responsibly. These games provide a choose-your-own-ending type of scenario. Students are presented with a situation and then they get to choose how they would respond, and their response takes them to different further interactions based on that. I make sure that they understand that these apps are meant to apply what they have been learning and aren’t meant just to for fun and take up time. By doing this, it takes the competition out of it and lets them enjoy the learning and enjoy the experience rather than feeling like there is a “Winner” and a “Loser”. Hamilton (2018) states that virtual experiences and simulations make content more memorable as students have control over the pace and the outcome. By using these games with my students, it provides them a safe way to navigate these tricky situations, and it also enhances and extends the lessons we have already learned.

Hamilton, B. (2018). Integrating Technology in the Classroom: Tools to meet the need of every student (2nd ed.). Portland, OR: ISTE.


Kolb, L. (2017). Learning First, Technology Second: The educator's guide to designing authentic lessons. Eugene, OR: ISTE

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