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Gaming and Social Media Integration in the Classroom

Gaming and Social Media Integration in the Classroom

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Instructional Technology

Professional Development

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Created by

Sonia Castro

Used 1+ times

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6 Slides • 10 Questions

1

Gaming and Social Media Integration in the Classroom

by Sonia Castro

2

Multiple Choice

Question image

"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) .

1

True

2

False

3

Poll

Question image

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

Unethical Implications include...

  • 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 ​

media

6

Open Ended

https://youtu.be/ottnH427Fr8

How can we, as teachers, combat those negative behaviors?

7

5 Ways to address ethical behavior while using social media and gamification appropriately in the classroom for teaching and learning:

  1. ​Use Everfi curriculum, Digital Wellness and Digital Citizenship Course.

  2. ​Use Leader in Me 7 Habits curriculum focused on both online and offline worlds.

  3. ​Use ISTE- Standards for Students to guide TPACK teaching framework which blends pedagogy knowledge, content knowledge and technology knowledge.

  4. ​Use Bloom's Digital Taxonomy to embed content knowledge and digital literacy.

  5. Use a social media platform for teaching to practice and implement online ethical student behaviors​.

media

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

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What are some benefits using game-based tech in learning environments?

1

student engagement and motivation

2

problem-solving and strategic thinking skills

3

self-paced content learning

4

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

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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

Ways to Protect Student Privacy​ on Social media

  1. ​Know your school's or district policies- share them with your students; as well as, the justification behind them.

  2. ​Create separate accounts

    1. ​professional use

    2. ​personal use

  3. ​Protect student confidentiality FERPA, CIPA

media

14

Multiple Choice

Where can you find Rosemead School District policies on student privacy?

1

Rosemead School District's Home Webpage

2

Muscatel Middle School's Home Webpage

3

Online Google Search

4

LACOE Website

15

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16

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Gaming and Social Media Integration in the Classroom

by Sonia Castro

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