In my role as a Learning Centre teacher, we have the opportunity to use various technology based on our students.
Currently, we have LC iPads and Chromebooks that we use most often. Selecting Apps and extensions to use can
be a big task with a lot to consider. Firstly, we must consider the students using the technology and pair individuals
with the most appropriate tools to support their learning. The following Evaluation tool was adapted from the Apple
Education Guide. This tool will be used to evaluate a variety of apps to help select ones that are user friendly, cost
effective, and that provide meaningful learning opportunities.
Currently, we have LC iPads and Chromebooks that we use most often. Selecting Apps and extensions to use can
be a big task with a lot to consider. Firstly, we must consider the students using the technology and pair individuals
with the most appropriate tools to support their learning. The following Evaluation tool was adapted from the Apple
Education Guide. This tool will be used to evaluate a variety of apps to help select ones that are user friendly, cost
effective, and that provide meaningful learning opportunities.
Below is a breakdown of the areas I selected as important to evaluate while choosing apps to introduce and use in
the Learning Centre. I will also include the price and targeted age; however, the intended age may not match in the
case of diverse learners.
the Learning Centre. I will also include the price and targeted age; however, the intended age may not match in the
case of diverse learners.
Engagement--
teenagers usually can make snap judgements to decide if they are going to like something or not. Within the first
glances and first few minutes using the app students have usually decided if this is something they are going to use and/or like. If the graphics are poor, or it is difficult to use, they are going to be out and it will be hard to recover from.
teenagers usually can make snap judgements to decide if they are going to like something or not. Within the first
glances and first few minutes using the app students have usually decided if this is something they are going to use and/or like. If the graphics are poor, or it is difficult to use, they are going to be out and it will be hard to recover from.
Developmental appropriateness-- my students range in age from 12-19; however, cognitively, they may present differently. It can be difficult to find
apps that appeal to teenagers while also being at their level (and not appearing too "young"). I have had to sift
through many apps to find ones that are both age and content appropriate.
apps that appeal to teenagers while also being at their level (and not appearing too "young"). I have had to sift
through many apps to find ones that are both age and content appropriate.
Instructional Design-- as many of my students are on full IPPs, I can usually find apps that align with their learning. What is more important, is that the app has a specific purpose and that they student can identify that as well as build on their skills in that particular area, with the bigger goal being generalization of that skill or concept. Personalized and adapted features are important to meet the needs of all learners.
Motivation-- generally technology can be a hook or motivator for a lot of my students; however, the apps have to get and maintain their attention in order to be useful and meaningful. Furthermore, the app has to be motivating enough that they stay on task and do not get distracted with other more "fun" things on the iPad. Though guided access is an option, the preferable option is the app and learning being more motivating than possible distractions.
Accessibility-- the last area I will be evaluation is accessibility. It is essential that the apps or programs chosen can reach a variety of learners.
ENGAGEMENT
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The app gives a good first impression (graphics, ease of use, etc.)
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The app is intuitive
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The app opens up new ways to learn
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DEVELOPMENTAL APPROPRIATENESS
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The user interface is age appropriate
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The subject matter appeals to the intended audience
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The design matter appeals to the intended audience
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INSTRUCTIONAL DESIGN
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The app aligns with your learning goals for your students
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The app has a specific purpose
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The app builds on skills and guides the student
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The app offers personalized or adaptive features that are based on a student’s skill level
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There are relevant opportunities for feedback, assessment, and reflection
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MOTIVATION
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The learning content in the app is the right level for your students
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Gaming principles are used
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The methods used to motivate align with your learning goals
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The motivational potential exceeds the potential for distraction
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ACCESSIBILITY
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The app includes a range of levels for a variety of users with differing skill levels
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The app supports multiple learning modalities
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OTHER
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Price:
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Intended Age Group/Audience:
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Adapted from:
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