All resources in Fairfield University Educational Technology

One-to-One Devices

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Abstract: The purpose of this literature review is to analyze the positive implementations and impacts of a one-to-one device policy in K-12 schools. As time progresses, technology is being further integrated into 21st century classrooms. One-to-one device policies state that for each student, one digital device will be issued to them. These devices provide students and educators alike with a variety of new educational technologies, enhancing learning and instruction. One-to-one devices empower learning, offer personalized learning opportunities, and positively correlate to improved skills and scores. In short, this study will look into how incorporating one-to-one technology holistically affects learning.

Material Type: Case Study

Author: Bridget Frouge

Expressing Thoughts and Feelings

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Students will explore five different "Discovery Buckets". These buckets will give them opportunities to practice expressing both their thoughts and feelings. Main Curriculum Tie: English Language Arts Kindergarten Speaking and Listening Standard 6, Speak audibly and express thoughts, feelings, and ideas clearly. We recognize that an increased ability to communicate thoughts and feelings gives children the skills they need in their interactions with others. Acceptance by peers is not only correlated with positive attitudes toward school; it is a powerful predictor of social adjustment throughout life. This lesson helps children understand their emotions and how to appropriately express thoughts and feelings with others.

Material Type: Activity/Lab, Lesson Plan, Unit of Study

EdPuzzle

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Included: Tutorial for how to use Edpuzzle, relevant lesson ideas and standards, discussion of Edpuzzle's effectiveness as an assessment tool, pros and cons of using this tool, discussion on ability to meet the needs of different learners, suggestions for alternative technologies, and a reflective piece.

Material Type: Teaching/Learning Strategy

Author: Annalee Howard

Popplet in the Classroom

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Hey everyone! Popplet is a great new Edtech tool that can be implemented into any classroom for students starting in the third grade up until their senior year of high school. Popplet makes it easier for educators to present information, lessons and assignments in a fun and interactive way. In addition, it allows students to demonstrate their learning in creative and unique ways as well!  Popplet Tutorial © 2021 by Reed Keller is licensed under CC BY 4.0 

Material Type: Assessment, Homework/Assignment

Author: Reed Keller

Social Science Research: Principles, Methods, and Practices

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This book is designed to introduce doctoral and graduate students to the process of scientific research in the social sciences, business, education, public health, and related disciplines. This book is based on my lecture materials developed over a decade of teaching the doctoral-level class on Research Methods at the University of South Florida. The target audience for this book includes Ph.D. and graduate students, junior researchers, and professors teaching courses on research methods, although senior researchers can also use this book as a handy and compact reference.

Material Type: Textbook

Author: Anol Bhattacherjee

Remix

Chapter 6: Theories of Learning

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LEARNING OBJECTIVESBy the end of this chapter, you will be able to:Define thinking and thoughtDescribe metacognition and how it applies to your learningIdentify the stages of the learning processDefine learning objectivesUse Bloom’s taxonomy to interpret learning objectives and adjust your expectations accordinglyExplain the model of strategic learningDescribe the relationship between emotional intelligence and self-regulationIdentify the types of thinking that contribute to successful intelligenceDescribe the role of creative thinking in the learning processIt is the mark of an educated mind to be able to entertain a thought without accepting it. —Aristotle, Greek philosopher

Material Type: Module

Author: Jazzabel Maya

Literature Review: Effective Digital Game-Based Learning

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As of 2019, “Research has shown 74% of teachers already implement digital game-based learning to help augment instruction” (Cahill, 2019). Some of these games are popular entertainment games used for educational purposes identified by the teacher. Other games are provided to educators from digital game-based learning (DGBL) platforms determined by administrators and school districts. There is no general consensus amongst experts on how to most effectively apply digital game-based learning to garner the most improvement for student achievement. With such a lack of guidance, educators are open to deciding when and how often to use DGBL. This paper will seek to develop recommended best practices for the use of digital game-based learning by analyzing literature and studies about DGBL.

Material Type: Homework/Assignment

Author: Jere Ulmer

OpenLearnWare

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OpenLearnWare (OLW) ist eine Web-Plattform der TU Darmstadt für den freien Zugang und Austausch von Lernmaterialien. Sie unterstützt die weltweite Bildungsinitiative Open Educational Resources (OER). Offenheit in der Lehre und Bildung für alle sind dabei die maßgeblichen Ziele.

Material Type: Full Course, Lecture, Unit of Study