EdTech Thoughts, Guest Author

Games in the Classroom and the Academic Effect

This study aimed to focus on using games in the classroom and the academic effect on the students.  Teachers use different teaching methods and approaches that allow students to be active participants with strong motivation and engagement in their own learning.  Teachers use new approaches and techniques to implement active learning and successful students.  Brunvand and Hill (2019) stated that gamified teaching is a pedagogical strategy that employs gaming principles in the format of assignments and grading.  Games in the classroom have become very popular in recent years.  According to Uz and Gul (2020), “Gamification as a learning strategy has gained popularity in the education context due to its potential to promote motivation and learner engagement” (p. 126).  This topic is crucial because some teachers choose to play games in the classroom while others are against it.  There have been several studies evaluating game based learning  use in varied subjects such as mathematics, science, language, and computer science.  These studies show positive outcomes concerning student motivation and learning effectiveness.

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EdTech Thoughts, Educational Technology

Student-Centered Learning

This will cover Student-Centered Learning (SCL) in education with a focus on strategies. Specifically, this will include what SCL is, theoretical foundations, pros, and cons. This should guide the administration to plan a professional development program focused on student-centered learning and strategies to include how technology instructors can implement technology to achieve this task.

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EdTech Thoughts, Educational Technology

Challenges of Social Media

It is a widely accepted belief that social media is a distraction. This belief is no exception for Emerick, Caldarella, and Black (2019), who state that “social media can distract students’ attention from their coursework” (p. 269). Another way it is distracting is when students are near others using social media. They will be distracted by the constant buzzing or pinging sounds or the screen’s flashing when something interesting happens on social media. For example, while a student was typing a project in the library, a phone dinged frequently enough that continuing to work was difficult. Thus, one must accept and address the challenges that social media brings to education because social media will continue to exist.

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EdTech Thoughts, Educational Technology

Learning Pyramid

The learning pyramid is a model explaining that learners only retain a portion of the intended goal. Depending on the method of implementation, that portion can be inadequate or significant. There are different versions of the pyramid. In most, “lecture” has a small percentage of retention while “creating” has a large percent of retention.

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EdTech Thoughts, Educational Technology

Social Media in Education


Social media has many adverse effects on school-aged students. However, there are possible benefits to using social media in the classroom. The 21st-century skills indicate that a student needs to Communicate, Collaborate, Create, and Think Critically. Social media can enhance these skills in various ways.

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EdTech Thoughts, Google Products, How-To

Online Professional Learning

Listening to Podcasts and Other Online Learning Resources are Considered Professional Development. This tracker will help.
This document will help you keep track of your online learning. You can provide this to your supervisor (Administrator) as evidence of Professional Development. Podcasts are a popular resource, however, Blogs (like this one), Vlogs (like YouTube Channels), and other resources are also a part of your professional development.

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