## Digital Assessment Tools: digassessmenttools.mp4

0iD2sGjz5cXk.mp4
Strategy Explanation

Here I explain how and why I use the three digital assessment tools.
Strategy Explanation

Here I explain how and why I use the three digital assessment tools.

Assessment & Data

# Digital Assessment Tools

Strategy Resources (4)
Strategy Explanation

Here I explain how and why I use the three digital assessment tools.
Strategy Explanation

Plickers is a formative assessment tool that utilizes an image code linked to a student's name to record the student's answer. This image shows the Plickers teacher display, as well as how students use the cards to share their answers with the teacher.
Student Data

Poll Everywhere (polleverywhere.com) is a great way to assess prior knowledge and address keywords students associate with a concept. This image shows the pre-assessment prior to students drawing pictures showing the earth sphere connections and presenting them in the Small Group Session. I used the wordle feature of polleverywhere.com to display the words students used to describe the Earth's spheres.
Student Data

Kahoot is a game-based formative assessment tool that quickly displays a question, records the response time, and records the results on a leaderboard. This image shows the spreadsheet of results the teacher receives after the game is over. All correct answers are in green. All incorrect answers are highlighted in red.
Strategy Explanation

Here I explain how and why I use the three digital assessment tools.
Student Data

Poll Everywhere (polleverywhere.com) is a great way to assess prior knowledge and address keywords students associate with a concept. This image shows the pre-assessment prior to students drawing pictures showing the earth sphere connections and presenting them in the Small Group Session. I used the wordle feature of polleverywhere.com to display the words students used to describe the Earth's spheres.
Student Data

Kahoot is a game-based formative assessment tool that quickly displays a question, records the response time, and records the results on a leaderboard. This image shows the spreadsheet of results the teacher receives after the game is over. All correct answers are in green. All incorrect answers are highlighted in red.
Strategy Explanation

Plickers is a formative assessment tool that utilizes an image code linked to a student's name to record the student's answer. This image shows the Plickers teacher display, as well as how students use the cards to share their answers with the teacher.
Jessica Anderson
Powell County High School
Deer Lodge, MT

Prep Time:
Long
Subject:
Science
##### Similar Strategies
Collaborative Student Groups

Partner Labs are investigatons that require more than one student in the group. These labs require my students to work together to come up with a solution to a problem or to conduct an experiment. Some of my favorite activities to do with my students are The Virtual Thinking Project (PBL), and the Solar Oven and Cooler design projects. These projects require students to work collaboratively together, often in the lab, to engineer solutions to problems or to perform experiments.

Gamification is the process of adding game elements to an environment that is not traditionally a game. I use Gamification as a strategy in my blended learning classroom to motivate my ninth grade students to engage in the curriculum and to buy in to my social and behavioral expectations--all while keeping learning fun! We have two games going on in our classroom---our academic game and our behavioral game. Our academic game is based around the storyline of the Isle of Nosredna and features an island-based theme with a leaderboard ranking based on students' engagement in our self-paced learning environment. Our behavioral game, using the Classcraft online tool, is based on health points, experience points, battles, and powers. Students work as teams to keep each other "alive" and progressing in both games.

Blended Learning Model Overviews

After five years of traditional teaching, I broke away from direct instruction and moved into a self-paced, blended-gamified classroom. My students flexibly move through the curriculum while self-directing and managing their learning. This is done through the use of Classcraft, an online education gaming software, and our classroom game “Isle of Nosredna.” The addition of game elements into my classroom has helped my students stay on track and motivated as they progress through the science curriculum.

Number of Students: ~20 students/period