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Learning with word clouds

By Danielle Bayes on 23 April 2012, 10:53am

Word banks have long been part of lessons right across the curriculum, provided to pupils to extend their vocabulary, support their writing or expand their understanding of a subject. They can be a simple but very powerful tool for learners of all ages.

When I was at school, I remember that my word banks were contained in small notebooks that we kept on our desks for easy access, in which we would add words to the lists ourselves. For today’s teachers web 2.0 tools have opened up a range of hugely exciting and motivating ways of creating and providing word banks for learners.

Top 13 web 2.0 tools for teachers

By Jacqui Murray on 04 January 2012, 19:53pm

Every day in my K-8 tech classes, I use a variety of cloud-based tools to enhance the learning experience for my students. There are more of these 'Web 2.0' tools than I can keep up with, but when you teach tech or coordinate technology for your school, 'keeping up' is part of your job.

Here's how I determine which of these hundreds (thousands?) of tools are student-ready:

  • Before I introduce a tool to my class, I try it myself. Can I get it to work with ease? Is it intuitive or will it require teaching? Does it work as promised? Are there intrusive ads? Will students get distracted as they work through the steps required to complete the assignment?
  • Next, I query my social networks to determine the experiences of fellow tech teachers. Have they had much success with this tool? Any problems they ran into? Is it stable? If my e-colleagues find that the glamour of the Web tool is only skin deep, I move on. Of course, sometimes I'm ahead of the curve and my colleagues are unfamiliar with the tool. In truth, that rarely happens. There's always someone somewhere who has experience.

‘Web 2.0’ is a term familiar to all teachers. Stated in its simplest form, it’s the set of interactive internet-based tools used by students to enrich educational opportunities. ‘Web 1.0’ referred to the act of accessing websites—nothing more. Students read websites, clicked a few links, and/or researched a topic.

Web 2.0—Web-based education basics--includes blogs, wikis, class internet homepages, class internet start pages, twitter, social bookmarks, podcasting, photo sharing, online docs, online calendars, even Second Life—all tools that require thoughtful interaction between the student and the site. For teachers, it’s a challenge to keep up with the plethora of options as the creative minds of our new adults stretch the boundaries of what we can do on the internet.

At the core of all drama is the concept of shared experience: of sharing thoughts, feelings, ideas, opinions and information. Drama also, by its very nature, encourages participants to explore personal and social issues and builds self-esteem. But drama is at its most effective when used in the primary classroom to support and enhance thinking and learning.

For example, when reading and discussing the traditional story of Goldilocks and the Three Bears, drama could be used to explore behaviour by placing certain characters from the story on the ‘hotseat’ – this can involve either the teacher or pupils working in role.

This article compares Purpose Built Education Games to Commercial Entertainment Games in terms of their use in the classroom. The comparison is done using the five factors: design, delivery, technology & support, outcomes and cost.

Design
Does the game provide a sense of realism (as opposed to pure fantasy)? Commercial entertainment games (CEnG) provide a visually compelling experience for the player and can provide a chance to practice “authentic” activities. Unfortunately, it can also be argued that they can provide an experience that is too authentic with depictions of violence and sexuality. This has caused some parents to worry about the appropriateness of using games in the classroom. Purpose built education games (PBEdG) should not suffer from being inappropriate and can be graphic rich, although this is not always the case. In reality, the design should immerse the learners in the game play, but this should not be at the expense of the learning.

Does the game offer a suitable level of complexity and is it inclusive? This issue poses a lot of problems for CEnG as they are often designed to play over months. The game play has to be rich and thus complex. This means that they can be problematic for classroom use, as it is hard to justify the initial time spent learning about the game and how it plays. Some CEnG, though, are fairly easy to use – Wii party games, for example. PBEdG, on the other hand, ought to be designed to work easily and as importantly they should support multiple learning styles and be inclusive. Note: CEnG sessions can potentially be dominated by players who already know the game or gaming platform.

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