clickers in the classroom

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  • 1. Clickers in the ClassroomLaura Wojciechowicz Walden University

2. Four Stages of InnovationDevelopmentNeed, Research, Development, Commercialization 3. Identifying the NeedO Mandatory student participation andengagementO Device for students to participateanonymouslyO Integrates a game approach that canprovide more engagement than traditionalclassroom approachO Tool used for attendance in largeinstitutions 4. Identifying the NeedO Tool that provides instant feedback anddata to instructor and/or studentsO Gauges level of understanding of materialbefore, during and after instructionO Able to facilitate discussions during classO Data collection for surveys 5. Conducted ResearchO Derek BruffO Factors affecting educational innovationwith in class electronic response systemsO Improving Student Retention andPerformance in Quantitative Courses UsingClickers 6. Development of Clickers 7. Clicker CommercializationO eInstructionO Turning TechnologiesO SMART ResponseO i>ClickersO CalifoneO Renaissance Learning 8. Five Stages of Innovation- Decision ProcessKnowledge, Persuasion, Decision, Implementation, Confirmation 9. Knowledge 10. Persuasion 11. Decision 12. Implementation 13. Confirmation 14. ReferencesO Freeman, M., Bell, A., Comerton-Forde, C.,Pickering, J., & Blayney, P. (2007). Factorsaffecting educational innovation with in classelectronic response systems. Australian Jounrnalof Educational Technology, 23(2), 149-170.Retrieved fromhttp://ascilite.org.au/ajet/ajet23/freeman.htmlO Liu, W. C., & Stengel, D. N. (2009). Improvingstudent retention and performance in quantitivecourses using clickers. International Journal forTechnology in Mathematics Education, 18(1), 51-58. Retrieved fromhttp://www.technologyinmatheducation.com

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