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Tech Changing Classroom Learning

Hi All! As I’ve started my new role as ID, my leader has encouraged me to incorporate gamification into our courses. Most of our courses are taught ILT (instructor led training aka live classroom training) and we are moving toward introducing e-learning and a blended strategy. I don’t think there is anything inherently “wrong” with classroom training. Only that it can be expensive (especially if they company is flying the trainer(s) around (great for the trainers, not so good for the company)) and difficult to audit for quality (feedback cannot always be consistently provided to facilitators versus e-learning can be changed in a heartbeat). Some of the courses I’ve worked on so far are soft skill driven and taking on a blended approach. For those courses, since there is an ILT component, I want to include some interaction between the learners and facilitators, not only to reinforce learning but have some fun- because if it’s not fun, what’s the point. (Plus it makes for a boring course to design!) So far I’ve found two “apps” that can be used in the classroom that can support the two important factors to me- learning and fun. Have a Hoot with Kahoot! First up is Kahoot. Kahoot combines what people love most- games and technology. Kahoot is commonly used in the classroom and a tool to not only create competition among learners but reinforce learning. Users can download the app free of charge and enter a game pin to join the fun. Learners look up at a screen that includes a question and color codes the reponses. The colors correspond to the selections a learner can select in the app. I have not used it as an instructor, but used it as a learner. I first heard of Kahoot either at our MSIDT bootcamp last summer or during an intern orientation this year.

A major benefit to Kahoot, other than reinforcing learning, is it creates a competitive, fun atmosphere. People really get into reflecting an increase in learner motivation and a very high level of learner engagement. To me, learner engagement is critical and Kahoot helps create that high energy, fun environment.

Put Up Your Dukes! Your cards that is! Plickers is all about flipping the script. For those of you that had a mini chalk board or white board at your desk used during review sessions- how many of you remembering feeling embarrassed if your answer was wrong? With Plickers there’s no need for embarrassment. Rather than using a whiteboard, learners have a card with something similar to a QR code; depending on how the learner holds the card corresponds to their answer. The instructor uses a cell phone to “scan” the answers help up by learners and “collect” the responses digitally. Plickers tallies up the responses and immediately creates a bar graph displaying various answers. A great benefit of Plickers is how it displays the responses. For learners that answered incorrectly, it captures who the learners are and creates an opportunity for remedial learning. Ideally, if the instructor is engaged and invested in their learners, a student won’t be lost in the shuffle and their learning won’t suffer.

Some challenges with Plickers will be adjusting the learners on how to use the cards. But setting up a couple of pilot sessions to aquant learners is an easy work around. Feel free to check out how a first grade teacher has implemented Plickers into her classroom and the benefits its brought.

I'd love to hear your thoughts:

Do you see how these tools could be implemented into your courses?

How would the uses of these tools have improved or changed your learning experience growing up?

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