Main idea
- Jun 2025
-
drive.google.com drive.google.com
- May 2025
-
www.tripleeframework.com www.tripleeframework.com
-
Does the technology tool aid students in developing or demonstrating a more sophisticated understanding of the content? (creates opportunities for creation/production over consumption
This criteria is something I feel is CRITICALLY overlooked in classrooms. I've heard multiple complaints from multiple teachers, myself included on occasion, who opine on the fact that students nowadays are too hooked on tech; yet at the same time most teacher's classrooms rely HEAVILY on digital platforms such as Google Classroom and Schoology. Even at NMU we would never get anything done without EduCat. I guess my question is when does practical engagement with new technology turn to dependence, and when does it turn to overconsumption? Would it even be possible to walk back some of our reliance on technology, or is our current learning environment too better off without analog practices (even including worksheets)?
-
-
www.tripleeframework.com www.tripleeframework.com
-
Students are focused on the task because the software is helping them create the code that represents their content learning goals (characterization, setting, plot..etc). There are no games or rewards at the end of using the software that distract from the process of learning
The concept of using games in learning, though fun for students and teachers, seems to be a gateway to distractions if not applied correctly. In the schools I sub at there is a platform called Blooket that allows students to play games together or independently and solve math, reading, or science problems interspliced with video games designed to foster friendly competition to get to the top of a leaderboard. From what I've seen students usually focus more on the leaderboards than they do the actual content they are there to learn. This makes me question the context that platforms like Blooket should be used in (maybe it's better for test review than it is for learning new concepts).
-
-
www.tripleeframework.com www.tripleeframework.comAbout1
-
Pragmatism: Active, social, creative, and authentic learning (Dewey, 1897)
It's kind of incredible to see sources on this page dating as far back as the 19th century given the rapid speed at which classrooms AND technology have evolved since then! It makes me think that despite the fact that technology has advanced considerably since Dewey's time there are still some universal principles when it comes to education and the use of technology.
-