Chromebooks – Taking your initiative to the next level

You have won that referendum, received approval for that line item in the budget, or been awarded the grant necessary to implement new devices for your district. You have argued back and forth for a considerable amount of time, you have run your conclusion by a panel, you have polled the heads of your department, and you have even questioned your tech-savvy coworkers. You have probably invested more time than you care to count on researching the advantages and disadvantages of using tablets versus netbooks or personal computers versus Apple computers in the classroom. And in the end, you decided to go with the Chromebooks, which is a cloud-based option that is both affordable and capable.

Chromebooks - Taking your initiative to the next level

Congratulations are in order if you have already implemented your devices or are planning to use them in the near future; implementing a one-to-one program in several schools or throughout an entire district is a tremendous amount of work. You may believe that you have conquered every conceivable obstacle by the time you have trained all of your employees on how to use the new tools, ensured that everyone is properly connected, and given each student access to the resources.

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What many instructors may not realize is that the most difficult issue has only just begun: always providing meaningful and dependable curriculum on your snazzy new devices. If you do not have a final objective or a technology plan in place to move your most recent investment ahead, you will quickly discover that your implementation becomes a source for digitized worksheets. This may not appear to be the case at first, but it is important to keep this in mind. And although there’s certainly nothing inherently wrong with employing technology for those goals, the Chromebooks that you provide to your faculty and students are capable of so much more.

“We don’t want to put Chromebooks in our schools if they’re just going to end up being used as typewriters. That is an extremely inefficient use of the available resources. Our mission includes providing instructors with high-quality digital resources that they may implement in their lessons. The Sun Prairie School District’s Director of Technology, Michael Mades

When technology teams evaluate software for Chromebooks, it’s natural to think of Google’s own Apps for Education, software for making to-do lists or studying, or even image or video editing programs. These are all examples of Chromebook applications. But have you given any thought to the possibility of employing your devices for educational games? Games offer a wide variety of benefits that are not available in standard or conventional software applications.

Communication in the Classroom

The sound of a kid in the classroom having a “aha moment” is one of the most satisfying noises a teacher can hear. It is something that each and every student ought to have, and it is attainable with games. Students are provided with a risk-free setting in which to learn and reproduce complex systems, all while working alongside a classmate or neighbor who is also attempting to arrive at the same answer. Students who play video games in a classroom are likely to engage in constant conversation with one another, asking questions of their classmates when they are unable to progress through a particular level, expressing frustration when they reach a similar point in the game, and rejoicing in their victories. It shouldn’t come as much of a surprise to hear this, considering that studies have shown that learning through gaming can really help children develop improved social and emotional well-being.

Collaborative work bridging the gap between the digital and the physical worlds

It is not necessary for a student’s entire educational experience to consist of time spent in front of a screen due of the fact that video games are digital, and participation in gameplay by itself will not be sufficient to satisfy all of a student’s requirements. When evaluating games for use on Chromebooks, it is essential to search for technologies that give teachers the ability to capitalize on game-play activity and enhance students’ education through the use of activities that take place in the classroom or in the real world. Each game in the Filament Learning Library comes with supplemental lessons and activities that may be completed in the classroom to help make learning goals more tangible. These can be accessed through the game’s main menu. This provides the instructor with the ability to design the student’s learning experience as well as the authority to select the most effective strategies for teaching. It is essential to keep this in mind while selecting games because previous research has shown that the most significant increases in students’ levels of knowledge are achieved when teachers supplement the learning opportunities provided by games with additional support and teaching.

Real-time evaluation and analysis

When it comes to implementing games on Chromebooks, the most important thing that can be done is to make sure that students are successful academically. It is essential for educators to choose a game-based learning solution that also provides real-time assessment. This will provide them the opportunity to step in and help students who are having difficulty with particular concepts or who are stuck. However, when introducing games on a school or district level, it is equally crucial that administrators observe patterns on how games are being used in the context of their intended application. Who are the teachers in your school who make the most use of games? Which video games and the narratives contained inside them do the pupils appear to be most interested in? Are students using your games in school, or do you find that a significant amount of learning takes place with students using your games outside of school, such as at home through self-directed study? This data can provide insight into both your technological and attainment goals.

The implementation of a one-to-one program is a lot of work! But don’t think of your implementation as being finished; instead, think of this as the beginning of the process of identifying fantastic learning tools to drive the passion of your students.

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