
Gaming and Social Media Integration in the Classroom
Presentation
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Instructional Technology
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Professional Development
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Medium
Sonia Castro
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6 Slides • 10 Questions
1
by Sonia Castro
2
Multiple Choice
"On any given day, American teenagers (13- to 18-year-olds) average about nine hours (8:56) of entertainment media use, excluding time spent at school or for homework. Tweens (8- to 12-yearolds) use an average of about six hours’ (5:55) worth of entertainment media daily" (Common Sense Media, 2015) .
True
False
3
Poll
Students can improve their social skills by “communicating, collaborating, sharing ideas and sharing learning experiences” through social media platforms and gamification (Groff & Hass, 2008).
True
False
4
Open Ended
What are some unethical implications while using social media with middle schoolers?
5
once you post something, it can't be deleted. (digital footprint)
copyright and legal issues
what you post, is usually public,
strong opinions on current event and trends
social media platform Communication Guidelines
gender inequality
oversharing
fake news
hacking, plagiarizing, or spam accounts
6
Open Ended
https://youtu.be/ottnH427Fr8
How can we, as teachers, combat those negative behaviors?
7
Use Everfi curriculum, Digital Wellness and Digital Citizenship Course.
Use Leader in Me 7 Habits curriculum focused on both online and offline worlds.
Use ISTE- Standards for Students to guide TPACK teaching framework which blends pedagogy knowledge, content knowledge and technology knowledge.
Use Bloom's Digital Taxonomy to embed content knowledge and digital literacy.
Use a social media platform for teaching to practice and implement online ethical student behaviors.
8
Poll
Which of the following curriculums or teaching methodologies do you think capable of implementing during semester 2 of 2021-2022 school year?
EVERFI Curriculum
Digital Wellness Course
LEAD Curriculum
7 Habits with digital ethics in mind
ISTE Standards for Students
with TPACK framework
Bloom's Digital Taxonomy embedded with content standards
Use a social media platform, such as facebook, twitter, Zoom, Ning to teach content
9
Multiple Choice
What are some benefits using game-based tech in learning environments?
student engagement and motivation
problem-solving and strategic thinking skills
self-paced content learning
all of the above
10
Open Ended
What are some concerns or issues you've come across when using game-tech with your students?
11
Open Ended
Take some time to think of the concerns mentioned by your colleagues. Choose one concern and provide a suggestion for solving that concern or a strategy you've used before that helped solve that issue.
12
Open Ended
Share one best practice in protecting students online privacy.
13
Know your school's or district policies- share them with your students; as well as, the justification behind them.
Create separate accounts
professional use
personal use
Protect student confidentiality FERPA, CIPA
14
Multiple Choice
Where can you find Rosemead School District policies on student privacy?
Rosemead School District's Home Webpage
Muscatel Middle School's Home Webpage
Online Google Search
LACOE Website
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16
by Sonia Castro
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