When comparing the two
similar programs, I found that smart notebook would often have glitches, such
as freezing and not run as smoothly when trying to operate functions such as games,
or video clips.
These issues made the
completion of my project very time consuming, and frustrating. As much as I believe
in the idea of interactive lessons where students can touch the screen to
answer questions, some of the negative aspects and issues outweigh the positive
theory behind it. If I were to develop a
similar lesson again, I would just use PowerPoint, as I found you could do
similar things without the timely frustrations.
One key learning moment
during the designing and producing of my smart board lessons was the
applications that you can add to web browsers such as Google chrome. The application
I used was the one that lets you download Java application and games, it is fantastic.
As I no longer needed to hyperlink a screenshot of the educational game for my
lesson, I could insert the educational game directly into my Smart board
interactive lesson.
This key learning
moment, opened a world of opportunities with different application programs.
The design decision made
to include the interactive game was to engage students in their learning, and
by trying to make a game out of it, students can achieve some enjoyment from
learning.
By being able to include
quizzes as a part of my design I was able to fulfil many elements of the
Quality Teaching Model. Elements such as student engagement, deeper
understanding, higher-order thinking and student self-regulation are all addressed
when using and operating this lesson.
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