Marilena

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    • #840
      Marilena
      Moderator
        @marilena

        Hello everyone!
        Thank you, Georgia, for providing examples of the digital resources you utilise when teaching.

        I also use Wordwall (https://wordwall.net/). One of the key features of Wordwall is its flexibility in catering to different learning styles and subjects. The interactive activities we carry out in class are really enjoyable for my students.

        In addition, I use Google Classroom, Kahoot!, and Crossword Labs.

        Google Classroom (https://sites.google.com/view/classroom-workspace/) is a platform developed by Google for schools that aims to simplify creating, distributing, and grading assignments in a paperless way. It integrates with other Google apps like Google Drive, Docs, Sheets, and Slides, making it easy for students and teachers to collaborate on assignments.

        Kahoot! (https://kahoot.com/what-is-kahoot/) is a game-based learning platform that makes it easy to create, share, and play learning games or quizzes. Teachers can create interactive quizzes, surveys, and discussions to engage students and assess their understanding of the material.

        Crossword Labs (https://crosswordlabs.com/) a crossword puzzle maker. It’s the simplest and fastest way to build, print, share and solve crossword puzzles online. And it’s free to use!

        I hope that these digital tools will prove beneficial, and I look forward to hearing from all of you.

      • #838
        Marilena
        Moderator
          @marilena

          Hello to all! The SpicE Community of Practice cordially welcomes everyone, and we are delighted to get to know you all so that we may engage in discourse pertaining to subjects of interest that are associated with Inclusive STEAM Education.

          By way of introduction, my name is Marilena Savva, and I live and work in Cyprus. I have obtained a PhD in Education from Durham University, an M.A. degree in Inclusion and Special Educational Needs from the University of Birmingham, and a B.A. degree in Pre-Primary Education from the University of Cyprus. I have 12 years of teaching experience and my research interests focus on optimizing the application of digital technologies for educational purposes in schools, assessing the efficacy of technology-enhanced interventions, and developing approaches to help educators improve the quality of teaching and learning in their classrooms. I possess a profound enthusiasm for STEAM Education and Inclusion, and during the past years, I have actively participated in a wide array of research projects. I am delighted to join this community and get to know everyone better. I look forward to hearing from all of you!

        • #801
          Marilena
          Moderator
            @marilena

            Digital technology is widely recognised as a great asset in education. The accessibility and use of digital technology in schools are growing, allowing educators and students to effectively promote inclusion in mainstream classes. The teacher’s capacity to differentiate, with the use of technology, allows them to facilitate the engagement of all students in the instructional process. In order to achieve genuine inclusivity in a classroom, it is essential for the teacher and other professionals who assist students with mild disabilities utilising digital technology to possess the necessary knowledge and skills to effectively translate potential into reality. While there have been several instances of digital technology effectively integrating into inclusive settings, there is still progress to be made in order to achieve a completely smooth and seamless approach. Teachers acknowledge the advantages of digital technology for students’ learning, but they also demonstrate a limited utilisation of its full potential due to their inadequate knowledge of such technology. There is ambiguity over the implementation of digital technology in educational instruction, which is a matter that necessitates immediate action.

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