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Slay Vocabulary With Your Students!

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Colorado Convention Center, Mile High Ballroom 3A

Explore and create: Exploratory Creation lab
Preregistration Required
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Presenters

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Educational Consultant and Podcaster
EdTech Bites LLC
@edtechbites
@edtechbites
Gabriel Carrillo is the author of “Cooking Up Experiences In The Classroom: Focus On Experiences, Not Just Lessons”, an Educational Technology Specialist in San Antonio, Texas, and a content creator. He’s been in the educational field since he graduated high school and has served as an Instructional Assistant, Substitute Teacher, Teacher, and Assistant Principal. He is also the host of The EdTech Bites Podcast and YouTube channel where he combines his two passions, educational technology and food. He works with educators and institutions to help improve instructional practices.

Session description

Learn five vocabulary retention strategies that go deeper than just "understanding." Participants will go through these interactive and engaging strategies as a student to have the student experience. They will then create their own activities and learn how to best utilize them with students.

Purpose & objective

The purpose of this session is to show teachers five strategies that assist with student vocabulary retention. Participants will learn how to create and facilitate these strategies in their own grade level and content area. These framework strategies could be implemented for each unit of instruction throughout the learning cycle and use different digital tools. This helps teachers learn new tools and implement them in new ways. We will use digital Frayer models, enhanced EduProtocols, digital guessing games, and student-created digital resources in Peardeck’s Flashcard Factory. As the facilitator, I will clarify any misconceptions throughout the entire process to ensure participants are successful in learning these strategies.

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Outline

I start this session with a warm up to get participants out of their seats. After doing so, we go into our first strategy that utilizes Canva. The participants go through this exercise with a partner which is a game show based activity. This goes on for about 8-10 minutes and after going through this exercise, we unpack the activity, the tools used, and how we went about facilitating this activity. Participants share ideas and how the strategy can be modified for various content and grade levels. We then go into the next activity which is a Flashcard Factory activity. I take the participants through this and we go through the lesson. We then show how this creates a student-created flashcard set that students can use to study. We unpack this just as we did the first one. After this, we go through a Sketch And Tell activity where I teach them a quick lesson and they go through the activity filling out a Frayer model for this. They then share with others and we unpack this. Next, we do a quick Time To Climb activity in Nearpod to check for understanding. This activity demonstrates how students use individual skills to focus on the vocabulary. We then use the same vocabulary list to go through a Monster Quiz in Lumio. This shows how the same activity can be used in small groups. Lastly, I demonstrate how a Google Slide “Guess Who” can be used to wrap up a unit and help pivot instruction before an assessment. This session has gotten great feedback and leaves people wanting more.

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Supporting research

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9895958/#:~:text=investigated%20how%20digital%20flashcards%2C%20installed,well%20as%20the%20control%20group.
https://www.azk12.org/homeroom/2016/06/15/6-ways-to-expand-students-vocabulary-with-technology
https://www.smekenseducation.com/add-a-tech-twist-to-marzano-six-steps/

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Session specifications

Topic:
Online tools, apps & resources
Grade level:
PK-12
Skill level:
Beginner
Audience:
Curriculum/district specialists, Teachers
Attendee devices:
Devices required
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Subject area:
Language arts, Science
ISTE Standards:
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.