EDUC 730 Interactivity and Engagement - INTESO
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School
Liberty University *
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Course
730
Subject
English
Date
Apr 3, 2024
Type
docx
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7
Uploaded by CoachRamMaster1420
EDUC 730
I
NTERACTIVITY
AND
E
NGAGEMENT
B
LOG
P
OST
Target Audience
and Sector
Middle and High School Youth Group Teachers Applications
Selected
Name of Application
Link to Application
Thinglink
https://www.thinglink.com/home
Quizizz
https://quizizz.com/?lng=en
Kahoot! https://kahoot.com/
Blog Post and
Hosting Service
Name of Blog Hosting
Service
Link to Your Blog Post
WIX
https://manage.wix.com/dashboard/68a371ca-
d5cd-4792-bb4f-891c08f6f20a/blog/
6af9a9fc-fdc4-4cbf-a89f-9386f4d41018/edit?
tab=published&lang=en
Link to the
interactive asset
you created to
use with your
learners
https://www.thinglink.com/card/1807946221344522917
Blog Post
I have been a Sunday school teacher and youth leader for over 20 years. I use this verse by Timothy as a reason for the importance of learning scripture, "All scripture is breathed out by God and profitable for teaching, for reproof, for correction, and training in righteousness, that the man of God may be complete, equipped for every good work" (New I
nternational Version,
1984/1973, 2 Timothy 3:16-17). The response from the students is, "But it's sooooo booorrring," complete with dramatic sighs, body slumping, and eye rolls. Over the years, I have incorporated games, competitions, snacks, prizes, and enthusiasm to engage these young darlings as they begin their Christian journeys. Christian youth education is what I do for fun. I work in higher education and have used gamification and game-based learning in my courses. I have incorporated some of these methods into my church teachings in recent years. Why not? God has fun. Look at all the parties and dancing in the Bible; then there is the
EDUC 730
platypus and the blobfish. I have not stopped using other methods for instruction. I just decided to use more of the tools available to me. We are in a technology-rich time. Digital technology is embedded in our everyday lives, from smartwatches and cars to our Alexa and cell phones. Incorporating advanced technology and game-based learning into the classroom is a logical progression. The emphasis is on increased engagement and interactivity with the material being presented. Interactive platforms, multimedia software, hands-on activities, and interactive hardware have increased student learning and engagement with their educational material, other students, and instructors (Frith, 2023). The greater the engagement in the classroom, the more invested students become in learning and the better they perform (Martin & Bolliger, 2018). Another advantage to gamification is the ability to assess the efficacy of lessons in real-time through game-based activities. Teachers can use this information to immediately determine any corrective measures needed (Stoian et al., 2022). Some challenges to implementing game-based learning in our classrooms include access to technology, time constraints, and choosing the appropriate online game-based activities. (Vodenicharova, 2022). We live in an age where most churches have the Internet, and according to Statista, as of 2023, 92% of Americans will have access to the Internet (Petrosyan, 2023). When considering time for learning how to use the tools available, most sites have tutorials, and there are many step-by-step videos on YouTube to help educators with
setup and implementation. Many game-based learning sites are available that can be used with minimal effort beyond what we, as educators, do to prepare. I have listed a few here with an example of what I have used in my classroom for teaching a series I call Anatomy of the Bible.
As Christians given the gift to teach, is not engagement in learning the Word and following
EDUC 730
God's instruction what we seek for our young believers? If utilizing technology assists us in fulfilling God's purpose, then why not incorporate it into our Sunday school and youth programs? Quizizz: Create quizzes and assessment lessons. This platform requires the Internet to create quizzes, lessons, and class participants. The platform can be accessed and used on personal computers, tablets, or cell phones. An added benefit is that a student can participate without a Quizizz account. Quizizz offers a primary option with free and limited capabilities for the instructor and is free for students to participate. Premium features and subscription plans are also available for educators and institutions looking for additional functionality. The site works
with Android, Windows, and IOS systems. The instructor can import images and files from their Google Drive and cloud. The site offers many sample lessons and quizzes for review.
Furthermore, there are reports evaluating the toughness of questions and individual progress. There is also a help center and community board for assistance with development and use. For the students, they can participate at home or in class. There are game-like features, such as avatars and leadership boards, to encourage competition and create a desire to learn (Quizizz, 2024). Kahoot!: Create quizzes, assignments, and escape rooms. This platform requires Internet to create quizzes, assignments, and for class participants. The platform can be accessed and used on personal computers, tablets, or cell phones. Kahoot has an app that makes it easy to access from cell phones and tablets. Kahoot offers a primary option with free and limited capabilities for the instructor and is free for students to participate. Premium features and subscription plans are also available for educators and institutions looking for additional functionality. The site works with Android, Windows, and IOS systems. The instructor can import images and
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EDUC 730
files from their Google Drive and cloud. The site offers many sample assignments, escape rooms, and quizzes for review or purchase. There are also many instructor and business resources available for free. Paid subscriptions also offer live support. Kahoot incorporates gamification elements like points, leaderboards, and a competitive format to make learning more enjoyable. It also supports collaborative play, letting students work together in a team or compete in a quiz format. Kahoot is designed to be used by the students in the classroom (Kahoot, 2024). ThingLink: Create lessons, assignments, scenario boards, virtual tours, interactive
presentations, and escape rooms. T
his platform requires Internet to create quizzes,
assignments, and for class participants. The platform can be accessed and used on personal
computers, tablets, or cell phones. ThingLink has an app that makes it easy to access from
cellphones and tablets. ThingLink offers a primary option with free and limited capabilities for
the instructor and is free for students to participate. Premium features and subscription plans
are also available for educators and institutions looking for additional functionality. The site
works with Android, Windows, and IOS systems. The instructor can import images and files
from their Google Drive and cloud as needed. The site offers many samples of what can be
created and tutorials for designing your own. They also provide creator courses. Simple
creations can be made, but ThingLink offers various student engagement options. Your
students may be unable to go to Jerusalem, but you can create a virtual tour. This site has
much to offer, and it will take more time and learning to develop some featured activities.
However, there are a lot of step-by-step tutorials and a stocked learning center for the
instructors. ThingLink is designed to enhance interactive learning experiences. Educators can
create interactive lessons or assignments, embedding additional information, links, or videos
EDUC 730
within images or videos. ThingLink supports collaboration, allowing multiple users to
contribute to or edit interactive content. This can benefit group projects or collaborative
learning activities (Thinglink, 2024). There are several benefits to gamification and game-based learning in church classrooms.
Research supports the use of these methods for engagement. When I use activities that the
students enjoy and are relevant to them, I have found that they are excited about learning the
material. Interactive games increase competitiveness, which only means they remember God's
word and biblical knowledge more. With the addition of real-time results, I can correct and
reiterate necessary concepts. I have had great success with Kahoot! and Quizziz and have only
begun to explore the possibilities of ThingLink, but I am excited to learn and use more. This is
an area where I have not seen many churches go, but it doesn't mean we should not or cannot.
Technology is a tool that we can use to honor and glorify God. An example can be found here:
https://www.thinglink.com/card/1807946221344522917
EDUC 730
References
Frith, K. H. (2023). Technologies can promote classroom engagement. Nursing Education Perspectives
, 44
(2), 134–134. https://doi.org/10.1097/01.nep.0000000000001099
Kahoot! (2024). Kahoot! https://create.kahoot.it/discover
Martin, F., & Bolliger, D. U. (2018). Engagement matters: Student perceptions on the importance of engagement strategies in the Online Learning Environment. Online Learning
, 22
(1). https://doi.org/10.24059/olj.v22i1.1
092
New International Version
. (1984). Zondervan. (Originally work published 1973) https://www.biblegateway.com/passage/?Links to an external site.
Links to an external site.
search=ephesians+5%3A18&version=NIVLinks to an external site.
Petrosyan, A. (2023, February 20). Internet penetration United States 2023
. Statista. https://www.statista.com/statistics/209117/us-internet-penetration/#:~:text=As%20of
%202023%2C%20approximately%2092,nearly%2075%20percent%20in%202012
.
Quizizz. (2024). Free online quizzes, lessons, activities and homework
. Quizizz. https://quizizz.com/?
lng=en
Stoian, C. E., Fărcașiu, M. A., Dragomir, G.-M., & Gherheș, V. (2022). Transition from online to face-
to-face education after COVID-19: The benefits of online education from students' perspective. Sustainability
, 14
(19), 12812. https://doi.org/10.3390/su141912812
Thinglink. (2024). ThingLink: Login
. Main page. https://www.thinglink.com/learning-center
Vodenicharova, M. (2022). Gamed-based learning in higher education. TEM Journal
, 779–790. https://doi.org/10.18421/tem112-35
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EDUC 730