Critical friends - Capstone feedback
Ellison
Ellison makes it clear that their audience is other educators in the way they speak to the need for educators to engage students in discovery based activities. Most sections almost act as a challenge to educators to consider gamification and game based learning. On their home page, research is presented very clearly but I wish that supporting data was explained more thoroughly. Ellison provided excellent sample plans and examples of what was shown to students. Ellison was clear that gamification does not require one to spend endless hours creating new lessons. Ellison gave lots of examples of the standards that his project addresses but very little explanation of which aspects of his project met each particular standard. Ellison’s reference page was well organized and very helpful for any teacher trying to find examples of gamification or game based learning.
Saelee
Saelee appeals to teachers who need to diversify instruction to meet the needs of all students. They promise personalized, student centered learning, through digital tools. Saelee uses visual impact to make their audience focus in on important ideas. I find this to be especially effective as my eyes are trained to the important “buzzwords” of their project. Saelee presents a very clear representation of their path to personalized learning which makes it easy for their audience to connect it to their practice. The “How and why” explanations of the digital tools used in their project make it clear to the audience that these tools are useful. Saelee provides so many resources and links to different standards that it is slightly overwhelming to take in what is being presented. Saelee’s inspiration page is beautifully organized and includes all the research and data necessary to justify to the audience that personalized learning is a viable strategy.
Ellison makes it clear that their audience is other educators in the way they speak to the need for educators to engage students in discovery based activities. Most sections almost act as a challenge to educators to consider gamification and game based learning. On their home page, research is presented very clearly but I wish that supporting data was explained more thoroughly. Ellison provided excellent sample plans and examples of what was shown to students. Ellison was clear that gamification does not require one to spend endless hours creating new lessons. Ellison gave lots of examples of the standards that his project addresses but very little explanation of which aspects of his project met each particular standard. Ellison’s reference page was well organized and very helpful for any teacher trying to find examples of gamification or game based learning.
Saelee
Saelee appeals to teachers who need to diversify instruction to meet the needs of all students. They promise personalized, student centered learning, through digital tools. Saelee uses visual impact to make their audience focus in on important ideas. I find this to be especially effective as my eyes are trained to the important “buzzwords” of their project. Saelee presents a very clear representation of their path to personalized learning which makes it easy for their audience to connect it to their practice. The “How and why” explanations of the digital tools used in their project make it clear to the audience that these tools are useful. Saelee provides so many resources and links to different standards that it is slightly overwhelming to take in what is being presented. Saelee’s inspiration page is beautifully organized and includes all the research and data necessary to justify to the audience that personalized learning is a viable strategy.