Course Reflection

I had always considered myself to be tech savvy, at least compared to the teachers in my building. As weeks progressed in this course, we were introduced to new technology aspects that could be integrated into our teaching practices. I definitely took great interest in many of the strategies and feel as if they could eliminate some burden from us educators. There were so many suggestions that made students responsible for their learning. I look forward to trying these new approaches and concepts within my classroom as I take a step back and put my students in charge of their own education.

There were several concepts and topics that were significant within the course, specifically flipping the classroom, understanding the digital native, and the use of games. MacMeekin (2013) discusses how flipping the classroom is about getting students to learn content out of class so when they come to class educators can do something to use that content knowledge. This was an interesting point because educators spend time reviewing simple content that could be taught at home by giving a homework assignment in the form of a scavenger hunt. More time could be spent on reflection and discussion of topics.

Another topic that was significant was understanding the digital native. For those educators that are not tech savvy, understanding or reaching today’s student could be difficult. Educators need to continue to receive professional development to update their technology skills to what is most current. Seeking professional development to learn about apps or games that could be used in the classroom will allow for greater engagement. We need to remember that digital natives are technologically inclined and can be taught using a variety of technological approaches.

The last concept I found significant is gamification. I never thought I would admit that the use of games in the classroom could be successful until I had to actually design one with my group. Whitton (2009) discusses how play is considered to be a powerful learning tool that helps promote the mastery of tasks (p. 18). Giving students the opportunity to “play” allows for increased engagement and a student-centered approach to learning.

These concepts have changed my perspective on the experience students should have when in school. I spend too much time teaching to the test, the NYS US History Regents, that I do not provide my students the opportunity to “play”. I am so regimented with my curriculum that the thought of straying for a day or two to experiment will stress me out because I will find myself two days behind. What will make me a better teacher is taking the chance and utilizing a game with the hope that I do not waste a day.

MacMeekin, M. (2013). Flipping the classroom [Blog post]. Retrieved from

Whitton, N. (2009). Learning and teaching with computer games in higher education. In Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces (pp. 18–33). Retrieved from


4 thoughts on “Course Reflection

  1. Hi Nicole
    I also found many aspects of this course quite interesting. This wasn’t the first time I hear about things such as Flipping the Classroom and Gamification. I can’t say I am ready for the gaming aspect – I just don’t feel creative enough for that! It was the one paper (group or not) that completely stressed me out!
    I too am very interested in expanding my teaching with technology. I recently put in an application to join a Faculty Learning Cohort focused on High Impact Practices. In our information session on the project, we talked we brainstormed a variety fi ways to bring these active learning, and often technology inspired, learning activities to our courses. We have been tasked with redesigning one of our courses using such practices. I am excited to employ knowledge that I have learned here over the past seven weeks. Thanks and see you in the Religion course!


    • Hey Pam,
      It’s good to see educators wanting to improve. I think this course has showed me how important it is to keep attending professional developments and staying in touch with our students learning needs.


  2. Hi Nicole,
    I see that you found gaming in education to be a significant concept. I also found this to be true. As part of our group project we were required to create a game. When researching games our group was very surprised to find how many different educators were using to teach such a wide range of students and concepts. As I consider adding more elements of technology to my instruction, gaming based in concepts of motivation and instructional practice will be something I would like to incorporate.


    • Carolyn,
      When my group was trying to figure out what route we wanted to take with the subject of our game, I found that many of the ideas we have were already used. I want to try and add more games into my lessons, as long as they are relevant.


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