Learning Log 8: ASSURE Model
The ASSURE Model divides technology integration into six phases. When it comes to integrating game-based learning into your instruction, which phase(s) do you think is the most critical? What are the elements/steps a teacher should pay particular attention to? Support your choices by citing sources from the module’s reading.
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When it come to integrating game-based learning into instruction, I think that the evaluation and revision phase is the most critical. In education we are always talking about two big things: teaching to assessment and being reflective practitioners. It is really important to write effective learning goals and objectives, but without strongly aligned assessments, there is no way to see if students are effectively meeting those goals. As teachers we need to remember that assessment can and should happen at any time throughout a lesson. We should be assessing students' knowledge before starting in order to capitalize on background knowledge and make the most of instruction. We should be assessing students' knowledge as it is developing in order to guide the instruction as it unfolds. Finally, we should be assessing students' knowledge after the completion of the lesson to make sure that the students have captured the concepts. The author of the reading says it perfectly that, "the ultimate question in the instructional process is whether the students have learned what they were supposed to learn." The results of our assessments will be an indicator of whether or not the students have actually learned the content and are ready to move on. And the results also give us insight into the effectiveness of our teaching, methods, and assessment.
There are many important questions to consider after the completion of a lesson. "Were your instructional materials effective," is a big one. Instructional materials include your lecture, materials, and media. As we try to gamify content, it is important to assess it's affect on students' learning. Did the students actually learn and grow from the game or other digital content? Was it worth using in its current form and context within the lesson? Are there things that could have been improved? Here the reading reminds us that the ASSURE model "works, but only if you constantly use it to up-grade the quality of your instruction." As reflective practitioners we should always be assessing our teaching and using the results to inform further decisions.
There are many important questions to consider after the completion of a lesson. "Were your instructional materials effective," is a big one. Instructional materials include your lecture, materials, and media. As we try to gamify content, it is important to assess it's affect on students' learning. Did the students actually learn and grow from the game or other digital content? Was it worth using in its current form and context within the lesson? Are there things that could have been improved? Here the reading reminds us that the ASSURE model "works, but only if you constantly use it to up-grade the quality of your instruction." As reflective practitioners we should always be assessing our teaching and using the results to inform further decisions.
References
The ASSURE Model: To Systematically Plan Lessons that Efficiently Integrate Classroom Use of Technology and Media. Retrieved October 10, 2019 from https://edit670.coreylee.me/course-schedule/module-8/