2.3 Authentic Learning
Candidates model and facilitate the use of digital tools and resources to engage students in authentic learning experiences.
Reflection
The Engaged Learning Project was complete to provide an authentic learning experience that would enhance student engagement through the use of digital tools. The level of student engagement increases with the integration of technology combined with authentic student-centered activities. The Engaged Learning Project was an individual project, but I was able to collaborate with my colleagues and mentor. They provided suggestions to help increase the level of student engagement.
Standard 2.3, Authentic Learning establishes the expectations for modeling and facilitating the use of digital tools and resources to engage students in an authentic learning experience. This artifact demonstrates my ability to model and facilitate a learn using digital tools to engage students in an authentic learning experience. In this artifact, students will be game makers. Using digital tools, they will create an interactive sorting game for living and nonliving things. The students will learn how to distinguish between living and non-living things and explain their characteristics. Making learning global provides more authentic learning so the students will share their game with other kindergarten classes in the school and then district. The students use real-world pictures located on the world-wide web to create sorting game with the interactive white board software. The game can be played by other students making this artifact an authentic learning experience.
Completing this project gave me an opportunity to reflect on what an authentic student engaged learning activity should look like. This artifact can be adapted for other grade levels by using words and pictures or just words for sorting living and non-living things. One thing I would do differently is plan to expose the students to more choices for digital tools. My students no longer had access to the software program for the interactive white board after the installation of the Chrome devices my school district purchased.
The artifact impacts student learning by increasing student engagement and student achievement. The impact can be access by observation of teachers and students using digital tools to enhance student learning with authentic learning experiences.
Candidates model and facilitate the use of digital tools and resources to engage students in authentic learning experiences.
Reflection
The Engaged Learning Project was complete to provide an authentic learning experience that would enhance student engagement through the use of digital tools. The level of student engagement increases with the integration of technology combined with authentic student-centered activities. The Engaged Learning Project was an individual project, but I was able to collaborate with my colleagues and mentor. They provided suggestions to help increase the level of student engagement.
Standard 2.3, Authentic Learning establishes the expectations for modeling and facilitating the use of digital tools and resources to engage students in an authentic learning experience. This artifact demonstrates my ability to model and facilitate a learn using digital tools to engage students in an authentic learning experience. In this artifact, students will be game makers. Using digital tools, they will create an interactive sorting game for living and nonliving things. The students will learn how to distinguish between living and non-living things and explain their characteristics. Making learning global provides more authentic learning so the students will share their game with other kindergarten classes in the school and then district. The students use real-world pictures located on the world-wide web to create sorting game with the interactive white board software. The game can be played by other students making this artifact an authentic learning experience.
Completing this project gave me an opportunity to reflect on what an authentic student engaged learning activity should look like. This artifact can be adapted for other grade levels by using words and pictures or just words for sorting living and non-living things. One thing I would do differently is plan to expose the students to more choices for digital tools. My students no longer had access to the software program for the interactive white board after the installation of the Chrome devices my school district purchased.
The artifact impacts student learning by increasing student engagement and student achievement. The impact can be access by observation of teachers and students using digital tools to enhance student learning with authentic learning experiences.