Digital Learning in the 21st Century
21st Century learners, or “Screenagers” as Ian
Jukes describes in Understanding The Digital Generation, have been connected to
iPads, smartphones, laptops, and other digital devices since they were
born. Screens take on a greater
role in their lives than they did for my generation growing up. “Screens are not just for passive viewing and
consumption,” they are the central part of young people’s lives. (Ian Jukes Understanding The Digital Generation,
2013) He goes on to
describe how the intelligence we are born with is fixed; a term called neuroplasticity. 21st Century
learners’ brains are wired differently, and in turn, require different
approaches to learning than decades prior.
Technology in the modern classroom is one way children’s learning
experiences are evolving. With 97% of
teachers having one or more computers in the classroom, the educational model
is transforming. (Watanabe-Crockett, 2016) Teachers' lectures are being replaced by video
lessons in a flipped classroom setting. Students
are collaborating and communicating with others in distant locations via online
communication methods such as Skype or Google Hangouts. Parents are staying more connected,
tracking homework and student progress through Learning Management Systems,
such as Canvas or Moodle.
According to Susan Jarmuz-Smith (2015), “Having devices that help create flexible learning environments is
critical.” (Flanigan) Last Spring, I was part of the taskforce selected for my
district’s device study, and therefore know that selecting a device for students to use
does not come easily. Options are
considered, tests run, and eventually, a device is hopefully chosen. Bob Moore asserts there are 4 factors that
must be considered when deciding on which device to use for digital learning. (Moore)
1. What is
the complete range of learning activities that students will engage in?
2. What
content, applications, and resources (e.g. peripherals) will students require?
3. How will
the devices be managed?
4. What is
the true cost of the device?
While I already have MacBook Airs in my classroom, I want to
explore other options, particularly Chromebooks since my students will all be
equipped with their own Chromebook starting in Fall 2019. It’s imperative that I, too, understand the
uses and benefits of using the device so that I can incorporate meaningful,
relevant, and authentic lessons. With
Chromebooks comes numerous possibilities for students, which are outlined below.
They are also lightweight, can transform
into a tablet-like device, and hold their charge long enough for a student to
use for the course of an entire school day.
Google
Chromebook
Cost: $249-$600
Website: https://www.google.com/chromebook/find-yours/
Uses:
- Google Drive (Docs, Slides, Forms)
- Research and writing prompts
- Presentations
- Conducting class polls
- Teacher/class survey
- Exit tickets
- Collaboration
- Provides quick feedback
- Holds kids accountable
- Flipped Classroom
- YouTube
- TED Ed
- Assignments/Assessments
- Mind Mapping (MindMeister)
- NewsELA
- Access to online textbooks
- Blogger
- Class discussions
- Exit slips
- Deliver Curriculum
- Google Drive connects to Canvas (LMS)
- Video Projects
- WeVideo

I have also explored uses of Classroom Response Systems, such as Kahoot!, Socrative, Poll Everywhere, and
Quizlet Live, in the classroom. In this
post I will be focusing on Kahoot!
Kahoot!
Cost: Free
Access: www.kahoot.com
Uses:
- Pre-assess students
- Review games
- Playing in Team Mode boosts collaboration
- Homework - Assign a Challenge
- Extra practice for reinforcement of a topic
- Formative assessment
- Learners as Leaders
- Students create their own Kahoot! to challenge classmates and demonstrate their learning
Both digital devices would be an
enhancement to my classroom. With my MacBook Airs, I can
do the same activities as I would on a Chromebook. Next year, every middle school student in my
district will have their own personal Chromebook to use, so I know I will be
utilizing that particular device more. I
have used Kahoot! a couple of times
before for review games as a whole-class activity. After researching the uses of Kahoot! in the classroom, I see there
are far more possibilities for its uses!
Digital learning devices are most
beneficial when they can do something that students could not previously accomplish
without the device. (Lynch, 2017) For example, Digital Literacy, which is a
topic of focus in my ELA classroom. As
21st Century Learners, students need to be able to find, evaluate,
produce, and evaluate comprehensible information across various digital
platforms. The devices used in my
classroom allow for that learning, plus so much more.
References:
Flanigan,
R. L. (2015, June 10). Choosing the Right Digital Learning Device. Retrieved
from Education Week:
https://www.edweek.org/ew/articles/2015/06/11/choosing-the-right-digital-learning-device.html
Ian
Jukes Understanding The Digital Generation. (2013, July 9). Retrieved from
https://youtu.be/5kDt55RTTHo
Lynch, M.
(2017, July 30). How to Choose the RIght Digital Learning Device.
Retrieved from The Tech Edvocate:
https://www.thetechedvocate.org/choose-right-digital-learning-device/
Moore, B.
(n.d.). Choosing the Right Device for Digital Learning. Intel.
Watanabe-Crockett,
L. (2016, January 31). How is Technology Changing the Modern Classroom?
[Infographic]. Retrieved from Global Digital Citizen:
https://globaldigitalcitizen.org/technology-changing-modern-classroom-infographic
Amanda, great post. The information from Moore will be extremely helpful in my own search for devices to use. I like the layout of this post with the graphics interspersed throughout the text. I am curious, did you use the free version of Kahoot or does the district have a subscription? Did you find it difficult to use? Also, can it be set up for just your class or does anyone who uses Kahoot have access?
ReplyDeleteThank you, Mark! For my use at school, I have only used the free version of Kahoot! for review games at the end of a novel study. Students love to compete, and this allows them the chance to have a friendly competition with their peers. Setting up a quiz game is very easy (there is also an option to spark discussions that I would like to try). Once you have input your questions and answer choices, you will be provided an access code to give to students for logging in. Quick and easy. The only downside is making sure you and your students have a good connection. In the past, kids have logged in on their phones, so they were dependent on strong service in order to input their answers the fastest. With the school version, all Kahoots are accessible by anyone. I haven't found a way (yet) to make them private for just my classes. There are some pros and cons with that. Pro: I am able to access other Kahoots and can add to them. Con: My Kahoots are out there (so making sure there isn't any private information shared is important).
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