Lesson Plan
Implementation Report
Reflection
EDPC605 Curriculum Design and Development
Wednesday, May 17, 2017
Wednesday, May 10, 2017
Week 13
1. Think back to your many experiences with well-designed learning, both in and out of school. What was the most well-designed learning experience you have ever encountered as a learner? What features of the design- not the teacher's style or your interests-made the learning so engaging and effective? (Design elements include challenges posed, sequence of activities, resources provided, assignments, assessments, groupings, site, and teacher's role.) Briefly describe the sign.
I had one history teacher who really pulled in the whole classes attention. She required us to remember all the information and use real critical thinking. We had daily quizzes that had difficult questions. She made sure we were always on our toes. I think that we loved her because she made learning enjoyable and we felt ourselves becoming more critical thinkers as well as better writers. It was a really great class.
2. In sharing your recollections and analyses with your peers, build a list of generalizations that follow from the accounts. What do well-designed learning experiences have in common? In other words, what must be built in by design for any learning experience to be maximally effective and engaging for students.
The students have to feel like they are learning and gaining. The lessons have to cause the students to think. The lesson should keep the students on their toes and not give them time to get bored or tune out.
3. Where in your school or the school that you are observing are the characteristics of best design most likely to be seen in action? In what programs and subject areas would we most expect to see these characteristics, compared with other programs or subjects? Are there any patterns, If so, why?
I think that in general a literacy or history lesson is the most engaging. It is very difficult to make math sound exciting if one doesn't like numbers. Science can also be very engaging especially when teachers use technology to teach the amazing science lesson.
4. After a study of sample units, and one of your own designs, edit or amend your list of characteristics of the best designs, as appropriate.
I believe that my list was pretty comprehensive it was missing a few things. It was missing technology. Technology really engages the students. I think that a good balance of class lecture, discussion and small group as well as individual activities are important. In short a variety.
Tuesday, May 2, 2017
Week 12 Assignment #2
Wednesday, April 26, 2017
Week 10 Assignment #2
http://www.shockwave.com/gamelanding/picturiffic.jsp
1. What gaming elements provide users the learning content and how? (Refer to the journal article page 4).
- Text: Understanding the rules as well as the message if you guessed right or not. The player also has to use previous strategies that worked to figure out the words.
- Visual-graphic elements: It develops visual image techniques by requiring the player to find the correct letter.
- Audio elements: The noise it makes when the player is correct or incorrect provides information to the player.
2. What is the goal of the game? The goal of the game is to figure out the missing letter that describes the picture the player is uncovering.
3. What are rules of playing this game? There are many blanks spots in a sentence describing a picture. The player has to figure out which tile goes into the blinking space to complete the sentence.
4. Does this game have any scenario design? (Refer to the journal article page 5) If yes, is this a fabricated or embedded in curriculum-related content? no
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