Triple e Evaluation Form

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Jessica Garrison

Triple E Evaluations
Triple E
Source: Nasa Kids Club
https://www.nasa.gov/learning-resources/for-students-grades-k-4/
Possible Learning Goals:
-Space
-Aeronautics
Engagement in the Learning 0=NO 1=Somewhat 2=YES
The technology allows students to focus on the
assignment or activity with less distraction Technology is
(time-on-task) good for
exploration
but one
specific task
may be
difficult
without
previous
exploration.
The technology motivates students to start the
learning process. Technology
is very kid
friendly and
engages
students
with
content.

The technology causes a shift in the behavior of This


students where they move from passive to technology
active social learners. (co-use) has the
ability=ty to
spark many
conversatio
ns and
interests in
students.
Enhancement of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology tool allows students to develop
a more sophisticated understanding of the Students
learning goals or content. (higher-order will be
thinking skills) provided
with
information
and
opportunity
to dig
further
through
recommend
ations.
The technology creates supports (scaffolds) to ✔️
make it easier to understand concepts or ideas. In the
“Explore”
category of
the
website,
categories
are offered
with
different
concepts to
explore.
The technology creates paths for students to ✔️
demonstrate their understanding of the There is a
learning goals in a way that they could not do section
with traditional tools. titled
“STEM
opportuniti
es for
Students”
which is
cool to see
because it
offers
experiences
through
NASA to
explore.
Extension of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology creates opportunities for ✔️
students to learn outside of their typical school Experiencin
day g learning
made from
NASA is an
experience
you don’t
get
everyday.
The technology creates a bridge between ✔️
students’ school learning and their everyday Website
life experiences provides
real life
examples.
The technology allows students to develop ✔️
skills that they can use in their everyday lives Website
provides
real life
examples.

Triple E
Source: NASA Climate Kids
https://climatekids.nasa.gov
Possible Learning Goals:
-Students will learn about climate
Engagement in the Learning 0=NO 1=Somewhat 2=YES
The technology allows students to focus on the ✔️
assignment or activity with less distraction If students
(time-on-task) are given
instruction
and go
straight to
where they
should be,
engagemen
t will be
successful.
The technology motivates students to start the ✔️
learning process. The website
has a lot of
eye
catching
features
and
answers
students
questions
well. It also
has
educational
games to
use either
as the
assignment
itself or as
incentives
for
learning.
✔️
The technology causes a shift in the behavior of Students will
students where they move from passive to activate their
active social learners. (co-use) learning
through the
multiple
options for
learning on
this site.
Enhancement of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology tool allows students to develop ✔️
a more sophisticated understanding of the Students
learning goals or content. (higher-order are
thinking skills) provided
with
multiple
definitions
and
explanation
s within
each
subject
provided on
the site.
The technology creates supports (scaffolds) to ✔️
make it easier to understand concepts or ideas. Each lesson
covered is
supported
by games,
activities,
and videos.
The technology creates paths for students to ✔️
demonstrate their understanding of the Students can
learning goals in a way that they could not do show their
with traditional tools. understandin
g through
success in
games but
otherwise no
untraditional
ways are
presented.
Extension of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology creates opportunities for ✔️
students to learn outside of their typical school Resource
day provides
real-world
examples
that
students
can find in
their own
community
as well as
activities to
do outside
of class.
The technology creates a bridge between ✔️
students’ school learning and their everyday Resource
life experiences provides
real-world
examples
that
students
can find in
their own
community
as well as
activities to
do outside
of class.
The technology allows students to develop ✔️
skills that they can use in their everyday lives Resource
provides
real-world
examples
that
students
can find in
their own
community
as well as
activities to
do outside
of class.

Triple E
Source: Ask Mr. Universe
https://askdruniverse.wsu.edu/category/tem/
Learning Goals:
Can be used for any lesson to extend learning, possible ideas:
-Use Ask Mr. Universe to do a research project
-Find a related question to your own to present to the class
Engagement in the Learning 0=NO 1=Somewhat 2=YES
The technology allows students to focus on the ✔️
assignment or activity with less distraction Students may
(time-on-task) get distracted
by
information
that doesn't
pertain to
their
assignment.
The technology motivates students to start the ✔️
learning process. Students
are able to
explore
questions
they didn’t
know they
had.
✔️
The technology causes a shift in the behavior of This website
students where they move from passive to could
active social learners. (co-use) contribute to
the shift but
other
instruction
and activities
need to be
added to
cause the
shift.
Enhancement of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology tool allows students to develop ✔️
a more sophisticated understanding of the Students
learning goals or content. (higher-order are able to
thinking skills) explore
related
questions
to create a
better
understandi
ng of their
own
question.
The technology creates supports (scaffolds) to ✔️
make it easier to understand concepts or ideas. When
students
ask a
question,
related
questions
and
answers
appear.
The technology creates paths for students to ✔️
demonstrate their understanding of the No form of
learning goals in a way that they could not do instruction
with traditional tools. is involved
in this
website,
outside
instruction
is needed.
Extension of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology creates opportunities for ✔️
students to learn outside of their typical school Students can
day use this
website to
ask questions
and extend
learning
outside of the
classroom
and in real
life.
The technology creates a bridge between ✔️
students’ school learning and their everyday Students can
life experiences use this
website to
ask questions
and extend
learning
outside of the
classroom
and in real
life.
The technology allows students to develop ✔️
skills that they can use in their everyday lives Students can
use this
website to
ask questions
and extend
learning
outside of the
classroom
and in real
life.

Triple E
Source:
National Geographic Kids
https://kids.nationalgeographic.com/games
Learning goals:
- Students will learn planets (on planet game)
- -Students will learn about plants (plant game)
Engagement in the Learning 0=NO 1=Somewhat 2=YES
The technology allows students to focus on the ✔️
assignment or activity with less distraction Students
(time-on-task) will be able
to navigate
websites
easily.
The technology motivates students to start the ✔️
learning process. The games
presented
on this
website
would be
good
attention
grabbers.
✔️
The technology causes a shift in the behavior of Not much
students where they move from passive to information
active social learners. (co-use) is presented
to learn
about in the
games.
Enhancement of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology tool allows students to develop ✔️
a more sophisticated understanding of the Games
learning goals or content. (higher-order don’t
thinking skills) provide any
sort of
information
to learn
from.
The technology creates supports (scaffolds) to ✔️
make it easier to understand concepts or ideas. Games
don’t
provide any
sort of
information
to learn
from.
The technology creates paths for students to ✔️
demonstrate their understanding of the Games
learning goals in a way that they could not do don’t
with traditional tools. provide any
sort of
information
to learn
from or to
present
their
learning.
Extension of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology creates opportunities for ✔️
students to learn outside of their typical school Students may
day have access
to this
website or
information
from national
geographic
outside of
school.
The technology creates a bridge between ✔️
students’ school learning and their everyday Not many
life experiences connections
are able to
be made.
The technology allows students to develop ✔️
skills that they can use in their everyday lives Not many
connections
are able to
be made.

Triple E
Source: ABCYA
https://www.abcya.com
Possible Learning Goals:
-Students will measure using a ruler
-Students will learn about the five senses

Engagement in the Learning 0=NO 1=Somewhat 2=YES


The technology allows students to focus on the ✔️
assignment or activity with less distraction Student will
(time-on-task) practice skills
but may get
distracted by
the fact that
it’s a game.
The technology motivates students to start the ✔️
learning process. Would be a
great
attention
grabber or
practice.
✔️
The technology causes a shift in the behavior of This may
students where they move from passive to
encourage
active social learners. (co-use) active
learning by
motivating
students
through
games.
Enhancement of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology tool allows students to develop ✔️
a more sophisticated understanding of the This tool has
learning goals or content. (higher-order the potential
thinking skills) to develop
learning if
used
correctly.
The technology creates supports (scaffolds) to ✔️
make it easier to understand concepts or ideas. Many
games have
the ability
to move up
in levels or
concepts
creating a
mini
scaffold.
The technology creates paths for students to ✔️
demonstrate their understanding of the Students may
learning goals in a way that they could not do show their
with traditional tools. learning
through the
games but it's
hard to
measure
students’
learning with
this tool.
Extension of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology creates opportunities for ✔️
students to learn outside of their typical school Accessable
day from home.

The technology creates a bridge between ✔️


students’ school learning and their everyday Some
life experiences games
provide
students
with
connections
, big variety
to reach
everyone.
The technology allows students to develop ✔️
skills that they can use in their everyday lives Students’
may learn
skills to use
in their
daily lives.

Triple E
Source: Coding using Scratch
Engagement in the Learning 0=NO 1=Somewhat 2=YES
The technology allows students to focus on the ✔️
assignment or activity with less distraction With
(time-on-task) coding,
students
are given a
lot more
creative
freedom, so
actions that
may seem
like a
distraction
are a part
of the
learning
process.
The technology motivates students to start the ✔️
learning process. Scratch
uses kid-
friendly,
engaging
component
s that
motivate
students to
explore.
✔️
The technology causes a shift in the behavior of Students
students where they move from passive to are able to
active social learners. (co-use) express
their
learning in
multiple
different
ways which
caused the
shift to
active
learning.
Enhancement of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology tool allows students to develop ✔️
a more sophisticated understanding of the If done in a
learning goals or content. (higher-order productive
thinking skills) matter,
students will
develop a
better
understandin
g of the
learning goal,
but the
process of
learning may
have an
effect on
that.
The technology creates supports (scaffolds) to ✔️
make it easier to understand concepts or ideas. Scratch can
be used to
display the
learning of
all different
subjects
because it’s
used to
express
your
learning, so
using is as a
scaffold
into other
concepts
would be
successful.
The technology creates paths for students to ✔️
demonstrate their understanding of the Students
learning goals in a way that they could not do use coding
with traditional tools. to express
their
learning in
many
different
ways such
as
animations,
videos, or
games.
Extension of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology creates opportunities for ✔️
students to learn outside of their typical school This
day technology
can be used
outside of the
classroom but
the way it is
used will
impact
whether or
not it will
relate or be
used in
students' real
life.
The technology creates a bridge between ✔️
students’ school learning and their everyday This
life experiences technology
can be used
outside of the
classroom but
the way it is
used will
impact
whether or
not it will
relate or be
used in
students' real
life.
The technology allows students to develop ✔️
skills that they can use in their everyday lives This
technology
can be used
outside of the
classroom but
the way it is
used will
impact
whether or
not it will
relate or be
used in
students' real
life.

Triple E
Source:https://csfirst.withgoogle.com/s/en/home
Learning goals:
Students will learn how to code.
Engagement in the Learning 0=NO 1=Somewhat 2=YES
The technology allows students to focus on the ✔️
assignment or activity with less distraction This
(time-on-task) website has
little to no
distractions
.
The technology motivates students to start the ✔️
learning process. Website is
very straight
to the point
and may lack
attention
grabbers for
some
students.
✔️
The technology causes a shift in the behavior of The videos
students where they move from passive to
about
active social learners. (co-use) scratch will
help
students
become
active social
learners.
Enhancement of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology tool allows students to develop ✔️
a more sophisticated understanding of the Videos
learning goals or content. (higher-order provide a
thinking skills) new
perspective
to learn
from.
The technology creates supports (scaffolds) to ✔️
make it easier to understand concepts or ideas. Students
learn to use
scratch and
there's
different
levels and
concepts to
learn.
The technology creates paths for students to ✔️
demonstrate their understanding of the Students
learning goals in a way that they could not do will be
with traditional tools. assigned
through
videos to
try certain
things to
demonstrat
e their
learning.
Extension of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology creates opportunities for ✔️
students to learn outside of their typical school Coding isn't
day accessible for
all but is free
for those who
have access
to technology
at home.
The technology creates a bridge between ✔️
students’ school learning and their everyday Coding isn't
life experiences accessible for
all but is free
for those who
have access
to technology
at home.
The technology allows students to develop ✔️
skills that they can use in their everyday lives Coding isn't
accessible for
all but is free
for those who
have access
to technology
at home.

Triple E
Source:https://elementari.com
-Student will be able to create and write a book using coding.
Engagement in the Learning 0=NO 1=Somewhat 2=YES
The technology allows students to focus on the ✔️
assignment or activity with less distraction Students
(time-on-task) are given
creative
freedom
which
encourages
less
distractions
.
The technology motivates students to start the ✔️
learning process. This is a
fun, unique
way to give
assignment
s and
students’
will become
more
motivated
because is
integrating
stem and
literacy/wri
ting.
✔️
The technology causes a shift in the behavior of Students
students where they move from passive to become
active social learners. (co-use) active
learners by
infusing
writing and
coding.
Enhancement of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology tool allows students to develop ✔️
a more sophisticated understanding of the Student will
learning goals or content. (higher-order develop a
thinking skills) deeper
understandi
ng of both
writing and
coding.
The technology creates supports (scaffolds) to ✔️
make it easier to understand concepts or ideas. Students
use
multiple
skills that
can be used
as a
developing
skill.
The technology creates paths for students to ✔️
demonstrate their understanding of the Students
learning goals in a way that they could not do are able to
with traditional tools. demonstrat
e their
learning in
a unique
way.
Extension of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology creates opportunities for ✔️
students to learn outside of their typical school Coding isn't
day accessible for
all but is free
for those who
have access
to technology
at home.

The technology creates a bridge between ✔️


students’ school learning and their everyday Coding isn't
life experiences accessible for
all but is free
for those who
have access
to technology
at home.
The technology allows students to develop ✔️
skills that they can use in their everyday lives Coding isn't
accessible for
all but is free
for those who
have access
to technology
at home.

Triple E
Source:https://goldieblox.com
Possible learning goals:
-Students’ will learn about coding from girls and women in the field/
Engagement in the Learning 0=NO 1=Somewhat 2=YES
The technology allows students to focus on the ✔️
assignment or activity with less distraction Website is
(time-on-task) well
organized.
The technology motivates students to start the ✔️
learning process. This
technology
is engaging
and
inspiring
especially
to young
girls
interested
in stem.
✔️
The technology causes a shift in the behavior of
Student can
students where they move from passive to elaborate
active social learners. (co-use) their
thinking
and follow
along with
videos.
Enhancement of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology tool allows students to develop ✔️
a more sophisticated understanding of the Students
learning goals or content. (higher-order will watch
thinking skills) videos of
the making
gof the
games they
are playing
which is a
new
perspective.
The technology creates supports (scaffolds) to ✔️
make it easier to understand concepts or ideas. Website has a
few lessons.
The technology creates paths for students to ✔️
demonstrate their understanding of the This
learning goals in a way that they could not do website
with traditional tools. introduces
ways to
demonstrat
e learning
on scratch.
Extension of the Learning Goals 0=NO 1=Somewhat 2=YES
The technology creates opportunities for ✔️
students to learn outside of their typical school This website
day inspires girls
to get
involved in
stem, but
students
would need
access to
technology at
home.
The technology creates a bridge between ✔️
students’ school learning and their everyday This website
life experiences inspires girls
to get
involved in
stem, but
students
would need
access to
technology at
home.
The technology allows students to develop ✔️
skills that they can use in their everyday lives This website
inspires girls
to get
involved in
stem, but
students
would need
access to
technology at
home.

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