Transform Teaching Through Technology

 

The purpose of this book is not only to explore new methods of introducing technology into the classroom, but also to improve the quality of instruction through the use of technology that is both fun and engaging with instant feedback from students. This book is about gamification, what gamification is and how using gamification to integrate technology can motivate, engage and stimulate learners.
Teachers and Curriculum Specialists both can benefit from the information and resources shared in this book. Examples of strategies and ideas for learning activities are included to help the novice create learning activities featuring technology tools. This book is designed to assist educators in creating this type of inquiry-based activity that does not require a deviation from test preparation or a district scope and sequence. Curriculum specialists can work with their fellow teachers and jointly or assist campus teachers with creating technology learning activities specific to their grade level or content area.
Administrators can use this book as a technology reference on how to implement technology in the classroom without a high price tag for hardware or software purchases. Majority of the tools shared are free to use and if a campus allows students to bring their own technology devices, the hardware cost is greatly decreased.