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Monday, April 22, 2013

iPad Application

Education is currently going through major changes in regards to how learning occurs and is evaluated. No longer is it acceptable to stand at the front of the classroom and lecture the entire group while they take notes quietly. Students need to be physically and intellectually engaged in order to experience optimal learning. The use of iPads in the classroom has the potential to be a huge step forward in the educational system. However, it is crucial that teachers are aware of the proper uses of these apps. They need to remain engaging, and cannot do the teaching! The teacher is still responsible for the guiding the students, the iPad apps are simply used as a facilitator.   


One app that has the potential to be extremely effective, is Agnitus - Games For Learning. This is an incredibly engaging app that deals with all different subjects. The age range is a bit younger for this app, as it caters to students ranging from ages 1 to 7 years old. Basically, this is an app that is filled with different games and activities that are designed based on the current Common Core Standards. If used with preschool or Kindergarten students, it contains activities with color recognition, 2D shape recognition, shape building, and more. For school-aged children, it contains great activities centered around mathematics and phonics/language arts skills. 

When a student first uses the app, he/she creates a profile that is completely suited for their needs. They go through some preliminary activities in order to provide the app with some baseline information on what sorts of skills the current user possesses. Then, as the student works through different activities and games, the app is able to automatically raise the level to keep the student engaged. Rather than getting flying through the activities and becoming bored, the app knows when to bump the student to the next (challenging) level. Also, throughout the entire session, it keeps track of all the results and compiles them in a "report card" format for the teacher to access at any time.  

As far as using this app in a lesson, I would use it in one of two ways. First, I could use it as an enrichment piece. For example, if a student has finished their current assignment, I could have them work on some activities that correspond with the same topic. This keeps them engaged, all the while focused on the topic at hand. Another use would be for a stations lesson. I would include one station as an iPad station, and assuming there were at least 4 or 5 iPad available, each student could access their own account and be able to work at their own pace, on their own level.  

There are multiple ways to assess whether or not this app has been used to its full potential. As I mentioned previously, the built-in report card feature is a huge plus. Teachers can observe the use of the app, but it is not necessary to catch every single activity or game. They can go back at a later time and analyze which problems or activities the student struggled with, and which ones came easier.  Using these results, the teacher will have another form of evaluation to develop activities catered to that student. It will take a couple of uses with this app to determine whether or not it is effective for every student. Some children might really thrive with this format, while others prefer a different approach. The teacher will be able to observe the students in order to determine if they are engaged, or simply going through the motions. If used properly, this app can facilitate learning in an exciting, valuable way.  


Sources

"Agnitus, We Build Fun Learning Games." Agnitus. N.p., 2013. Web. 20 Apr. 2013.

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