Learning education technology as a future UVic BEd teacher

Month: October 2025

Building My French Speaking Vocabulary

To satisfy my sub-goals 1 and 2, I completed the Speechling Foundations modules, which include numbers, calendar, nouns, verbs, and adjectives. Below is a screenshot showing my completion in the app and a video of me saying 5 words from each module.

Blog 4: Online Learning Theories & Grand Challenges for Research

In EDCI 339, we explored Online Learning Theories, Grand Challenges for Research, Indigenous-centered Online Course Design.

Connectivism

A laptop with words on it that say Join Us Online.
Photo by Samantha Borges on Unsplash

In our lecture, Valerie discussed Tony Bates textbook Teaching in a Digital Age and his explanation of connectivism. Bates (2019) describes connectivism as the idea that knowledge resides in networks, not just in individuals, and that learning is about finding, connecting to, and moving through those networks effectively. As a future teacher, I believe connectivism is important for helping students build their own learning networks both in and beyond the classroom. I want to teach my students how to find resources and build their critical thinking skills, helping them become lifelong learners.

Grand Challenges Facing Online Learning

From the keynote with Dr. Tom Reeves, professor from the University of Georgia. After reviewing these keynotes, here are my final thoughts on challenges facing online learning.

Covid Impact on Online Learning

A student during COVID-19 watching a graduation ceremony from a laptop connected to a TV.

Dr. Tom Reeves’ keynote highlighted the long-term impact of COVID. Recent reports show that pandemic-related school closures led to significant learning losses and increased absenteeism, especially for students already facing social and economic disadvantages (Kuhfeld et al., 2022).I’m in a remote course now, and I can see how younger kids could struggle with motivation and focus. I personally procrastinate on work when I’m not in a class setting, where I have social pressure from friends and teachers

Photo by Mohammad Shahhosseini on Unsplash

Teacher Burnout in Digital Spaces

Another problem Dr. Tom Reeves mentioned is teacher burnout. Online teaching can mean extra prep and constant emailing; messaging and pressure to be available. As a future teacher, I want to have a balance and not let technology interfere with my family time.

The teacher at his desk is heading down with a pencil, marking.

Photo by Jeswin Thomas on Unsplash

Challenges from AI in Education

ChatGPT Artificial Intelligence website home screen.

AI, such as ChatGPT, is becoming a problem; it’s everywhere, even in Google search results.  I think CHATGPT can be used responsibly and offer benefits. But when students use it to answer all their questions, it raises concerns about their problem-solving skills.  

Photo by Levart_Photographer on Unsplash

Reference

Bates, A. W. (Tony). (2015). Teaching in a Digital Age : Guidelines for designing teaching and learning for a digital age (2nd Edition). BCcampus.

Kuhfeld, M., Soland, J., Tarasawa, B., Johnson, A., Ruzek, E., & Liu, J. (2022). COVID-19’s impact on learning and strategies for catch-up. Brookings Institution. https://coilink.org/20.500.12592/kv8kz9

Reeves, T. C. (2025, May 29). [Keynote on grand challenges in online learning] [Video]. Google Drive. https://drive.google.com/file/d/1OoTWCCrzc9XroWz2c5t7IN955-BQSMQd/view

Reeves, T. C., Herrington, J., & Oliver, R. (2005). Design research : a socially responsible approach to instructional technology research in higher education. Journal of Computing in Higher Education, 16(2), 96–115. https://doi.org/10.1007/BF02961476

Blog 2 I Free Inquiry

Women in purple shirt sitting and researching on a laptop
Photo by Michael S on Unsplash

Exploring Game-Based Learning: Research Findings, Insights, and Reflections

This week, I began exploring my inquiry topic more deeply by reviewing several peer-reviewed articles and educator resources about game-based learning. One source was Game-Based Learning: Pros, Cons & Implementation Tips for Educators (Jordan Nisbety, 2023.), which linked to multiple research studies and reports that expanded my understanding of how teachers use games in classrooms and the challenges they face.

Key Research

Gives some great research articles that I explored further:

Level Up Learning Survey Reseach Findings

The Level Up Learning survey (Games and Learning Publishing Council, 2014) collected data from 694 K–8 teachers across the United States to examine how digital games are used in instruction.

  • 74% of K–8 teachers use digital games for instruction.
  • 55% allow students to play educational games at least weekly.
  • 71% of teachers report that digital games improve students’ mathematical learning.
  • 43% use built-in assessment systems that come with certain games.
  • 72% of teachers access games using desktop or laptop computers.
  • The most common tools mentioned were Starfall, Coolmath, and PBS Kids.

Recommendations from the Research

  • Create a shared framework for classifying and evaluating educational games by grade, subject, price, and curriculum alignment.
  • Increase awareness of flexible integration methods, such as short-form games or flipped-classroom approaches.
  • Invest in innovative classroom models that balance engagement, curriculum goals, and learning outcomes.
  • Provide universal technology training for teachers.
  • Develop and promote online training resources for teachers on digital games and how to implement into the classroom.
  • Conduct and share ongoing research with educators and policymakers to improve practice.

Benfits of Game Based Learning

  • Encourages critical thinking and problem solving
  • Increases student engagement and motivation
  • Improves situational and experiential learning
  • Supports diverse learning with interactive and visual methods

Drawback of Game Based Learning

  • The cost of software.
  • Can be a distraction, especially with less supervision and a higher risk of students going off task.
  • Requires more time for setup and training for teachers and students
  • Technical problems such as slow connection speeds or blocked websites.

Game-Based Learning Tool

Some game based learning tools I would like to further explore are:

  • Minecraft Education
  • Wayground
  • IXL

Discussion with Mentor Teacher

I reached out to past mentor teachers to ask if they use digital-based learning in their classrooms and their thoughts and opinions on the topic. I have not received an email back but will provide an update once I receive more information.

Reflection

After further research into digital game-based learning, I want to include more game-based activities in my future classroom. Studies demonstrate the effectiveness of game-based learning in boosting student engagement and learning outcomes. Before introducing any game, I would spend time practicing and exploring the tool myself to ensure it matches my grade level, learning objectives, and classroom needs.

References

Bakan, U., & Bakan, U. (2018). Game-based learning studies in education journals: A systematic review of recent trends. Actualidades Pedagógicas, 72, 119–145. https://doi.org/10.19052/ap.5245ResearchGate+2abclearnings.s3.amazonaws.com+2

Bragg, L. A. (2012). The effect of mathematical games on on-task behaviours in the primary classroom. Mathematics Education Research Journal, 24(4), 385–401. https://doi.org/10.1007/s13394-012-0045-4 

Nisbet, J. (2023, July 25). Game-based learning: Pros, cons & implementation tips for educators. Prodigy. https://www.prodigygame.com/main-en/blog/game-based-learning/

Pratama, L. D., & Setyaningrum, W. (2018). Game-based learning: The effects on student cognitive and affective aspects. Journal of Physics: Conference Series, 1097, 012123. https://doi.org/10.1088/1742-6596/1097/1/012123

Takeuchi, L. M., & Vaala, S. (2014). Level up learning: A national survey on teaching with digital games. Joan Ganz Cooney Center at Sesame Workshop.