EDTC 5460 Curriculum Design
Course Description
This course is designed to help individuals plan learning experiences. Topics included are technology in the classroom, research regarding learning, models of curriculum design, and methods of evaluation. Participants will design curriculum for their particular content area integrating technology into the student learning experience. Evaluating software packages for use within the curriculum is required.
Lesson Plan
My Reflection
For this project, I had to create a lesson plan using the ASSURE format that incorporated a technology tool. ASSURE was much like many other lesson plan formats but does include a specific emphasis on the incorporation and utilization of technology. I decided to use Kahoot, an online quiz program that creates a fun game interface for students to use, to create a quiz on neuron anatomy for my gifted 6th grade students.
Neuroscience is an unusual subject to teach to 6th graders because it can be so abstract. However, by employing a range of engaging instructional methods to hook the learner, students develop the desired knowledge of content as well as the development of their technological skills. Student love using Kahoot, even though it has its limitations in terms of pacing, the visible scoring, and students that try to “game” the system by answering questions quickly in the hope of being correct. By using and then creating their own Kahoot questions, they engage with the content more deeply to come up with creative and challenging questions, they develop empathy as they consider how others may interpret and answer questions, and they learn to engage in meaningful dialogue and discussion with sophisticated subjects.
I’m glad that I used Kahoot for this project. Students love using Kahoot, and so to place them in the role of creator and not just a consumer is important to me. By actively shaping the quiz and discussion, their thoughts and feelings about the lesson become an essential element and they become more deeply engaged.
This course is designed to help individuals plan learning experiences. Topics included are technology in the classroom, research regarding learning, models of curriculum design, and methods of evaluation. Participants will design curriculum for their particular content area integrating technology into the student learning experience. Evaluating software packages for use within the curriculum is required.
Lesson Plan
My Reflection
For this project, I had to create a lesson plan using the ASSURE format that incorporated a technology tool. ASSURE was much like many other lesson plan formats but does include a specific emphasis on the incorporation and utilization of technology. I decided to use Kahoot, an online quiz program that creates a fun game interface for students to use, to create a quiz on neuron anatomy for my gifted 6th grade students.
Neuroscience is an unusual subject to teach to 6th graders because it can be so abstract. However, by employing a range of engaging instructional methods to hook the learner, students develop the desired knowledge of content as well as the development of their technological skills. Student love using Kahoot, even though it has its limitations in terms of pacing, the visible scoring, and students that try to “game” the system by answering questions quickly in the hope of being correct. By using and then creating their own Kahoot questions, they engage with the content more deeply to come up with creative and challenging questions, they develop empathy as they consider how others may interpret and answer questions, and they learn to engage in meaningful dialogue and discussion with sophisticated subjects.
I’m glad that I used Kahoot for this project. Students love using Kahoot, and so to place them in the role of creator and not just a consumer is important to me. By actively shaping the quiz and discussion, their thoughts and feelings about the lesson become an essential element and they become more deeply engaged.