All resources in Fairfield University Educational Technology

Game-Based Learning_ Impact on Engagement and Achievement in K-12 Schools.pdf

(View Complete Item Description)

In this paper, literature will be reviewed related to incorporating game-based learning into classrooms of all ages. The main topic of this research was two-sided. First, to focus on the effectiveness of game-based learning with improved learning outcomes, enhanced motivation and engagement among students and the development of important skills. Second, the process that should be taken by gaming developers so that virtual games serve a purpose in an educational setting instead of just being given to students as a means to occupy their time. During the analysis of this research, it became clear that many of these research objectives have been deeply looked into in various studies. Game-based learning clearly has a place in educational settings and has proven to have many beneficial effects among students. However, the decisiveness of the research became fragmented as so many different games, ages, settings, etc. were considered across the various literature.

Material Type: Module

Author: Michelle Spera

Literature Review Schlemmer

(View Complete Item Description)

Abstract The purpose of this literature review is to analyze the outcomes of e-portfolios in classrooms. Beginning with how eportfolios are defined and what they consist of, we will be reviewing research to evaluate the outcomes that may arise as a result of successful e portfolios such as student engagement, student achievement, and employability. Research on eportfolios in the past decade has looked at multiple facets of eportfolios including student engagement, achievement, implementation, content, and more. Research by McKay and Watty 2015, looked at the how and why behind eportfolios. The “how” provides information about how to use eportfolios effectively in classrooms and the “why” includes information on the skills and competencies showcased in eportfolios, the reflective potential, active learning, employability potential, and assessment. Eportfolios are used to enhance student learning and self reflection as well as keep students engaged and encourage them to be lifelong learners (McKay and Watty 2015). We will be focusing on student engagement and achievement in this review. The goal of this paper is to look at what eportfolios are and how eportfolios may be useful in classrooms to help engage students, help them be successful, and set them up for future success.

Material Type: Teaching/Learning Strategy

Author: Erica Schlemmer

Educational Apps-Impact on Teaching, Learning, and Student Performance

(View Complete Item Description)

The purpose of this literature review is to analyze the positive impacts that Educational apps have on students' academic performance as well as teaching and learning. It will also cover the negative effects educational apps and technology can have in the classroom. As technology continues to be integrated into everyday life, the same is true for schools. Educators are constantly looking for new ways to use technology in their classrooms. To use the technology effectively, it is important to have quality, progressive, and effective educational apps for students to use during the school day. Educational apps can provide a lot of learning opportunities for students in every grade level, but relying too much on technology and educational apps can have a negative impact on student progress.

Material Type: Homework/Assignment

Author: Eric Conklin

Literature Review- Game Based Learning

(View Complete Item Description)

In this paper I have researched the application of game based learning in the classroom. Game based learning is a concept that is designed to target various learning styles through interactive activities. This review will analyze how game based learning can be incorporated into the classroom and the appropriate games to be used based on grade level and academic content. This review also analyzes the support and skills educators need in order to implement game based learning into the classroom and determine the impact game based learning has on a child’s understanding of new concepts and skills and the effectiveness of using game based learning in the classroom. This review covers the importance of game based learning for student comprehension growth and include studies on the effectiveness of implementing game based learning in any grade level classroom. I have research specifically MinecraftEDU and how it can be used as a teaching application in game based learning.

Material Type: Case Study

Storybird- A Digital Writing Platform

(View Complete Item Description)

This is my final project for Education Technology at Fairfield University, taught by Professor Elliott. I chose to focus on Storybird, an online and app-base platform that allows students to write their own stories while utilizing illustrator grade drawings to elevate their tales. The platform also allows for students to explore writing lessons and become stronger writers while flexing their creative muscles.

Material Type: Homework/Assignment

Author: Zoë Usowski