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SDL Reflection 1

This document describes a Scratch project created by the author for a 3rd grade math class. It tests students on simple addition and subtraction problems. While creating it, the author encountered challenges but overcame them. The document also discusses how tools like Scratch can be useful for student and teacher learning when integrated into the classroom.

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0% found this document useful (0 votes)
85 views

SDL Reflection 1

This document describes a Scratch project created by the author for a 3rd grade math class. It tests students on simple addition and subtraction problems. While creating it, the author encountered challenges but overcame them. The document also discusses how tools like Scratch can be useful for student and teacher learning when integrated into the classroom.

Uploaded by

api-534219069
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Self-Directed Learning

Vanessa Marcotte (260988539)

Faculty of Education, McGill University

EDEC 262: Media, Technology and Education (sect. 007)

Professor Ravinder Gill

March 16th, 2021


Here is the link to my Scratch Project: https://scratch.mit.edu/projects/499573400

First, for this Self-Directed Learning Activity, I decided to target the 1 st cycle of primary school,

more specifically 3rd grade. The purpose of this Scratch activity is to determine the students

understanding of simple mathematical problems such as additions and subtractions. It is supposed

to be an easy and entertaining activity to which the students can take any time they need to

complete it. However, a timer is shown to know how much time students took to complete the

test. It is estimated that students will take around three to five minutes to take this test. Plus, this

test is to be taken after learning the subject-matter in class and can either be formative or

summative, to the teacher’s choice.

Throughout the making of this assignment, I encountered some issues with the website, but with

time and effort, I surpassed them. For instance, as I wished to create a mathematical game with

multiple backgrounds and different problem sets, it was a challenge to code everything perfectly

to make it work well. At first, I had the idea to put a time limit to each question, but encountered

some problems with backgrounds switch which, after a lot of time, still did not succeed to fix.

Therefore, I decided to not put a time limit to make the game less stressful and more about the

students’ knowledge and how they would use it to choose the right answers. Instead of the time

limit, I put a timer to determine the ease with which students would answer the questions.

Learning to work with Scratch was not the easiest task, but after watching some tutorials and

trying to work with it myself, I found myself succeeding well in creating a useful and entertaining

activity for a future classroom. Thus, I believe that Scratch can very well be integrated in a

classroom. I do not recommend it to teachers that never used it in the past and who wish to

quickly create an activity as it is time consuming and requires a lot of efforts to understand well

and use it at its best capacities. However, to teachers who have time to create a formative or
summative activity, it can be a great idea to use Scratch. Moreover, I believe students will find

activities on Scratch interesting and will enjoy playing the games created on the website. Indeed,

Scratch is full of various projects which can not only be fun but also a good way to determine

students’ knowledge and learning capacities.

Thus, for student learning, I believe this can be an overall great tool when well used. In fact, even

for students-teachers, this tool can be a helpful way for learning. For instance, by making this

project, I improved three important competencies. First, the third competency, which is about

developing teaching/learning situations that are appropriate to the students concerned and the

subject content, was well targeted with the SDL project as it helped me create a useful tool for

my future classroom. Then, I got to work on the competency #8, which implies to integrate

information and communications technologies (ICT) in the preparation and delivery of

teaching/learning activities and for instructional management and professional development

purposes. Indeed, I learned how to use resources and integrate them correctly in a classroom

which also improved my ability to show my understanding of the subject-matter. Finally, by

creating this Scratch activity, I worked on the competency #11. In fact, this competency is about

engaging in professional development individually and with others which was well targeted in

this project as it helped me develop my skill to use various technology tools and adapt it for a

future classroom setting.

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