6 Thoughts on Technology Use
- When told to “play” on a device students will often find the activity that has the least learning potential.
- When students have a specific purpose for using technology they are less likely to get in "tech" trouble in the classroom.
- Having a menu of purposeful “early finisher” activities will help students make choices that will be beneficial to their learning.
- Giving students opportunities to create something they can share with others will help them retain the information.
- Giving students choice in the creation process will help them feel empowered and be more engaged.
- Although students know how to use digital tools, they need help understanding how to use the tools for learning.
Suggestions for Purposeful
“Early Finisher” and Station Activities
- Have students create something they can share with others to demonstrate their learning.
- comic strip, trading card
- video trailer or audio recording
- picture collage- add labels and/or captions to explain images
- slide show, document
- digital story (Some tools to use for this.)
- digital quiz
- Practice coding skills. Explain the strategies used. (Incorporates sequencing, cause/effect, perseverance, creativity, and critical thinking.)
- Work on a simulation activity to apply (fill in the blank). Explain the strategies used. (Incorporates cause/effect, perseverance, sequencing, creativity, and critical thinking.)
- After using the (fill in the blank) app/website to practice (fill in the blank),
- Create an advertisement for the app/website and explain why it is useful for learning.
- Write step-by-step directions for how to use the app/website.