Reinforcing+Effort+and+Providing+Recognition+Su17

Allison Havens
 * [|ClassDojo]
 * Website/App- You can use either one
 * **Rating:** 9. I think this website is great! I use it in my own classroom. The only downfall I think is that it can be easy to forget about it and you have remember to keep up with giving the points for it to an effective reinforcement tool in the classroom.
 * **Description:** Class Dojo has a social media fell to it. It is based around providing recognition and feedback to students based on their behaviors. You can have different levels of involvement of the website. Parents and students can all be involved in the website at home. The teacher adds their class roster to the site, and it assigns each student a monster avatar. Then, you can award points based on different behaviors in the classroom. The teacher can decided which behaviors they want to award points for and change them whenever they feel the need to. The teacher can also take away point for negative behaviors (I do not use this feature). The site also offers a stories page which allows the teacher to post updates so that everyone can recognize the efforts of students. The students can also get on the app or website and post to an individual story page that only their teacher and parent can see.
 * **Aligns with Instructional Strategy:** This site aligns with the instructional strategy because it provides students with immediate recognition on their behaviors. It reinforces that if they put in an effort they will receive things, such as Dojo points. The Dojo points helps to keep track of their efforts and behaviors in class. This is something they can look at home and their parents can see immediately after you post it. According to Pitler, Hubbell and Kuhn, is technology allows teachers to expand their recognition beyond just giving a grade. With technology teachers can easily make work available for all to appreciate (2012). I believe ClassDojo does just that. By posting to the story, it allows parents to instantly see what their child is doing and achieving in the classroom.

Sources

Pitler, D., Hubbell, E.R., & Kuhn, M. (2012). Using Technology with Classroom Instruction that Works. Alexandria, VA: ASCD & Denver, CO: MCREL.


 * Rachael Tucker-Yhap**
 * [|Teacher's Assistant]
 * Educational app
 * **Rating :** 8 – I rated the app 8/10 because the free lite version only allows you to demo the app with 5 students and up to three actions, which is enough to understand the general concept of the app but does not allow for enough accessibility to try the app in a real world scenario. Unfortunately the app is currently only available for IOS, although an android version is coming soon. The ability to customize the actions tracked was very helpful since it allows for the app to be used amongst various ages and for different purposes depending on the instructor’s needs. Also, I found it to be beneficial that the app is multi-functional, allowing for data organization and feedback in addition to the reinforcement and recognition aspect. Unfortunately the app is currently only available for IOS, although an android version is coming soon.
 * **Website description:** Teacher’s Assistant Pro is an educational app which allow teachers to easily track student effort, achievement and behavior. The instructor adds “actions” to a student or group of students which can be colour coded and assigned a point value. For instance being late may be assigned a colour of red and a point value of -2 while being helpful may be assigned the colour green with a point value of +1. Depending on the grade level of the students, the same concept of colour coding and point values can applied to student grades, class participation, tests and assignments. The actions list and overall point value can be printed or emailed to students or parents directly from the app so that they can see the log of student effort and achievement which may help to identify any patterns. The instructor can then choose to provide recognition for various point levels acquired. Additionally, the app allows for storage of student identification information and a view of all student actions, so that the teacher can see a complete picture of the student on one screen.
 * **Aligns with instructional strategy:** The point value and colour coding system visually forms a link between effort and achievement and continually reminds students of this relationship. The app also prompts for the use of recognition once a specific point value is reached which encourages student engagement . As recommended by Hubbell, Kuhn & Pitler (2012) this type of recognition is concrete, specific and aligned with expected performance and behaviors.

Reference Hubbell, E.R., Kuhn, M. & Pitler, D. (2012). //Using Technology with Classroom Instruction that Works //(2nd Ed). Retrieved from []


 * Claudia Mellad**
 * Plickers - https://edshelf.com/tool/plickers/
 * Educational App
 * **Rating**: 7 - I would rate this app 7/10 because it is very versatile and can be used to more than just providing students with feedback. It can be used to poll the classroom to obtain their opinions about a topic or enable the teacher to identify areas where students require additional explanation. The app is available on android or IOS.
 * **Website description:** Plickers allows the teachers to poll the classroom without students requiring a smart device. Each student is provided with an index card which acts as a clicker and the teacher uses to the app to scan the index cards that each student is holding up to verify that they have chosen the correct answer. The answers are saved on pickers.com and the instructor can generate visuals (i.e. charts or graphs). Based on the information provided in the chart, the teacher can identify which students have a comprehensive understanding of the topic/subject matter and further support students who lack understanding of the subject matter.
 * **Aligns with instructional strategy:** This aligns with the instructional strategy because it reinforces what the students have learned and the instructor can provide recognition for a job well done while encouraging other students to exert more effort to obtain a better understanding of the material. Use of this app by the instructor encourages student engagement as students who may not wish to raise their hand in class would be more likely to participate in this type of activity.

References: Hubbell, E.R., Kuhn, M., Pitler, D. (2012). //Using Technology with Classroom Instruction that Works// (2nd Ed). Alexandria: VA: ASCD & Denver, CO: MCREL

KQED News (2017). //Teacher Recommended: 50 Favourite Classroom Apps//. Retrieved from https://edshelf.com/tool/plickers/


 * Eunjin Judith Jung**
 * Flickr
 * Website/app (available both on Android and iOS)
 * **Rating:** 9 - Flickr is easy to navigate with countless contents and beautiful graphics. The site is frequently updated by its parent site, Yahoo, and the contents are constantly uploaded by many online users. Unlike the other photo gallery services, more privacy options are available on this site and this is crucial, particularly because the ultrasound images contain medical information of patients. However, I give the rating of 9 out of 10 because the site is not designed solely for educational purpose; although it can serve its purpose if the users adhere to the best-practice principle of learning, this would require tremendous amount of filtering of information
 * ** Description: ** Flickr is a web picture/photo gallery in which the users can upload pictures, enter comments and send links to the other users. The site appears to be commonly used by artists and photographers to showcase their artistic works. However its key word tags feature is useful for the students to search for or to let the general public search for their works. Security and private options are also available, restricting the pages to be searched by certain viewers.
 * ** Aligns with instructional strategy: ** Particularly for the discipline of ultrasound, it is a modality largely based on the qualities of diagnostic images. Once a student uploads key images to be shared and commented, the student’s expertise would be recognized amongst the global academic community, furthermore motivating other fellow students to expend effort ( Hubbell, Kuhn & Pitler, 2012, p. 60). This site is also an excellent tool to reinforce effort by allowing the students to maintain ultrasound image albums as a professional development portfolio, and thereby keeping track of their achievement (Hubbell et al, 2012, pp. 53-54).

References: Flickr (2017). Retrieved from [] Hubbell, E.R., Kuhn, M., Pitler, D. (2012). //Using Technology with Classroom Instruction that Works //(2nd Ed). Alexandria: VA: ASCD & Denver, CO: MCREL

**Sharon Thurman** **[|LiveSchool]**
 * App **
 * <span style="font-family: Arial,sans-serif; font-size: 12pt;">Rating 8.5/10: **

<span style="font-family: Arial,sans-serif;">I gave LiveSchool 8.5 out of 10 because I believe using it as a means of reinforcing and providing recognition within classrooms may, in some cases, incorporate judgmental biases by some teachers. Also, I believe it may aid in some students developing self-esteem issue(s).


 * <span style="font-family: Arial,sans-serif;">App Description: **

<span style="font-family: Arial,sans-serif;">According to LiveSchool.com (2016), the App is designed for teachers, parents, and students. LiveSchool is very user-friendly because it is easy to navigate. It is free for the entire school year for 1 to 5 users. However, the cost of LiveSchool can range from $99.00 to $4,740.00, depending on the size of the group using the App. LiveSchool is described as an App that can be used for improving students’ behaviour and tracking and rewarding points to students within a classroom. It allows a teacher to rewards points to students based on the following primary headings: Excellence, Respect, and Responsibility. For example, the heading Excellence includes the following subheadings: helping others, improvement, and outstanding participation. Under the heading Excellence, the teacher can reward students with positive points. However, under the additional primary headings, the teacher can award positive and negative points. In addition, comments can be entered regarding the student <span style="font-family: Arial,sans-serif; font-size: 12pt;">. The live comments can be accessed by the student who the comment is about and other teachers, which allow teachers to know in advance how the student is progressing throughout his or her daily schooling, and the number of points accumulated by the student. The information is also made accessible to the student's parent(s).


 * <span style="font-family: Arial,sans-serif;">How the App Aligns with Instructional Strategy: **

<span style="font-family: Arial,sans-serif;">As it is important for teachers to use recognition and compliment to engage positive behaviour from students, they can use LiveSchool to motivate positive students’ behaviour and reward them for achieving positive outcomes (Moore-Partin, Robertson, Maggin, Oliver, & Wehby, 2010; Simonson, Fairbanks, Briesch, Myers, & Sugai, 2008 as cited by Hubbell, Kuhn, & Pitler, 2012). Furthermore, the App allows teachers to note feedback about their students. Therefore, LiveSchool aligns with the instructional strategy examined for Week 3.


 * <span style="font-family: Arial,sans-serif;">References **

<span style="font-family: Arial,sans-serif;">Hubbell, E.R., Kuhn, M. & Pitler, D. (2012).//Using Technology with Classroom Instruction that Works// (2nd Ed).

<span style="font-family: Arial,sans-serif;">LiveSchool.com. (2016). Retrieved from []

**Gianni Rotondo**

 * Resource:** [|E4Effort] – Effort Tracker


 * T****ype:** Web-based app

I chose this rating because even though you can access this free resource from any computer or cell phone device I think it does have its limitations (please see, Aligns with Instructional Strategy section).
 * Rating:** 5/10

This tool uses a built in performance rubric that assesses and tracks student effort in 4 categories: “Participation”, “On-Task”, “Ready” and “Behaviour” (E4Effort, 2017). Students and parents can access these scores from any computer or cell phone with the given log-in code. This tool also selects students for recognition by providing “Effort Awards” (E4Effort, 2017) based on their percentage score from the rubric categories. The instructor has the option of downloading award templates right from the website.
 * Description:**

Even though this resource provides students with an understanding of what is expected of them in terms of effort, in my opinion, the rubric represents what the instructor or creator (of this app) thinks are the characteristics of a “A – student”. So, in using this tool, I think the only way there can be a co-relation between effort and achievement (Hubbell, Kuhn & Pitler, 2017) is if the student realizes (or the teacher points out to the students) the relation between the effort scores in this tool and the grade to a test, assignment, project, etc. Also, I’m not sure whether or not the rubric can be changed, but I would have designed this tool so that students can setup their own rubric because personally, I can still put in the same amount of effort in a project on a specific unit, receive a good grade and not have necessarily participated during the class discussions in that unit. So I think that’s why I rated this resource as a 5 out of 10 (and I think I’m being generous).
 * Aligns with Instructional Strategy:**


 * References:**

E4Effort. (2017). Retrieved May 17, 2017, from http://e4effort.org/

<span style="background-color: #ffffff; color: #111111; font-family: Arial; font-size: 10pt; vertical-align: baseline;">Hubbell, E.R., Kuhn, M., Pitler, D. (2012). //<span style="background-color: #ffffff; color: #111111; font-family: Arial; font-size: 10pt; vertical-align: baseline;">Using Technology with Classroom Instruction that Works //<span style="background-color: #ffffff; color: #111111; font-family: Arial; font-size: 10pt; vertical-align: baseline;">(2nd Ed). Alexandria: VA: ASCD & Denver, CO: MCREL

<span style="font-family: Arial,sans-serif; font-size: 12pt;">Deborah Sargeant <span style="font-family: Arial,sans-serif; font-size: 12pt;">IXL <span style="font-family: Arial,sans-serif; font-size: 12pt;">[|IXL] <span style="font-family: Arial,sans-serif; font-size: 12pt;">This resources is an educational website <span style="font-family: Arial,sans-serif; font-size: 12pt;">This resource is highly recommended at an 10.

<span style="font-family: Arial,sans-serif; font-size: 12pt;">According to IXL (2017), IXL is an interactive learning experience that has content reflective of the regional curriculum for children from junior kindergarten to grade 12”. IXL can be used to reinforce concepts learned in class or used as a way to introduce new material in a flipped classroom model. This resource engages the teacher by having materials, resources, and reports available; it supports the students’ learning as they go through the various interactive games; and it gives weekly progress reports to parents (IXL, 2017). I actually use this resource as a parent to reinforce some of the concepts my children are learning in school.

<span style="font-family: Arial,sans-serif; font-size: 12pt;">IXL aligns with the instructional strategy <span style="color: #111111; font-family: Arial,sans-serif; font-size: 12pt;"> Reinforcing Effort and Providing Recognition <span style="font-family: Arial,sans-serif; font-size: 12pt;">(Hubbell, Kuhn, Malenoski, & Pitler, 2007 )<span style="color: #111111; font-family: Arial,sans-serif; font-size: 12pt;"> because IXL provides feedback and rewards for every correct response and provides feedback how to get to the correct response (IXL, 2017). Using this resource as a parent I get weekly reports of my children’s progress and achievement. Last week my daughter was excited to share that she answered 100 math questions correctly, she said she wants to beat that number this week. According to <span style="font-family: Arial,sans-serif; font-size: 12pt;">(Hubbell, Kuhn, Malenoski, & Pitler (2007 ) <span style="color: #111111; font-family: Arial,sans-serif; font-size: 12pt;"> “ <span style="font-family: Arial,sans-serif; font-size: 12pt;">McREL’s meta-analysis shows that providing personalized recognition based on specific and individualized performance objectives is a powerful student motivator”(p. 62).

<span style="font-family: Arial,sans-serif; font-size: 12pt;">References: <span style="font-family: Arial,sans-serif; font-size: 12pt;">Hubbell,E., Kuhn, M., Malenoski, K., and Pitler, H., ( 2007). Using Technology with Classroom Instruction that Works. <span style="font-family: Arial,sans-serif; font-size: 12pt;">IXL (2017). Retrieved from []

Rating: 9/10:
====I give this resource a 9 out of 10 as it is a free software and students do not have to create an account to use the software. Teachers however have to create an account and provide students with a code for them to join and participate in the quiz. The website appears user friendly and visually appealing.====

Brief description of the Resource:
====Quizziz is a soft ware teachers can use in the classroom to deliver course material while students have a good time learning. Teachers can create quizzes on course material and have the student compete in groups. Friendly competition can be beneficial to the students in the class and it gives teachers the opportunity to identify what course materials the students are struggling to comprehend. Teachers can start a live game in the class and students can play at their own pace as well. This can generate good class discussions and fosters a positive learning environment. Data can be gathered in forms of student-level reports on the software to help teachers understand what level each student is at.====

How does the resource align with instructional strategy examined for the week?
====According to Hubbell, Kuhn, and Pitler, (2012), technology allows the teacher to expand recognition beyond giving the student a high grade in a class. Quizziz allows a live game running in class with students answering questions and are given recognition immediately by the teacher or their peers when they answer correctly. Students feel good when they get the answers right and the teacher can provide positive praise in the moment. Hubbell et al, found that recognition and praise can be used to manage behavioral problems and encourage student engagement in the classroom. Using Quizziz will not only allow teachers to identify what course materials the students need extra support with but also allows the teacher to identify if some students are struggling more than others. Having Quizziz in the class may encourage students to put in more of an effort when preparing for class as they may get quizzed and most students are usually competitive and like to win.====

Hubbell, E.R., Kuhn, M. & Pitler, D. (2012). Using Technology with Classroom Instruction that Works (2nd Ed).

 * Reinforcing Effort and Providing Recognition**
 * Andrea Mera**
 * Website Name: []**


 * Rating: 8/10** //Classcraft// allows students to play games based on customized rules from their instructor and it allows students to create characters. Unfortunately, the range of feedback that can be provided by instructors is limited and there is a fee to upload resources and to access analytics.


 * Description:** Students are able to use //Classcraft//to participate in a role-playing game based on rules the instructor customizes. The game is played in teams, so it motivates students to work together. This can encourage student engagement with the course content as it uses alternative learning methods to help students learn.


 * Aligns with Instructional Strategy:** //Classcraft// encourages participation by allowing students to customize characters and by providing them with points for their participation. This game also encourages accountability and teamwork because students have to work together to reach a common goal (Hubbell, Kuhn & Pitler, 2012). This also allows instructors to give students prompt feedback to keep them engaged.

Hubbell, E.R., Kuhn, M. & Pitler, D. (2012). //Using Technology with Classroom Instruction that Works//(2nd Ed). Retrieved from []
 * Reference **

<span style="background-color: #ffffff; color: #111111; font-family: Arial; font-size: 10pt; vertical-align: baseline;">Charlene Dunstan <span style="background-color: #ffffff; color: #111111; font-family: Arial; font-size: 10pt; vertical-align: baseline;">[|Edmodo]

Online program On a scale of 1-10 I would rate this a 8. //Edmodo// works well with Google Apps for Education and Microsoft OneNote & Office, all can be accessed with one login. //Edmodo// allows parents to be involved and support classroom work and students to collaborate online. A drawback is that seems like it may be time consuming to set up especially if you are not comfortable with technology. //Edmodo// Is a free Learning Management System for K-12. What makes it interesting there are aspects of it that act more like social media which I think adds to its appeal for students. //Edmodo// allows teachers to post and grade homework and create virtual classrooms. A specific feature that reinforces effort and provides recognition is its Award Badges. Teachers can select from pre-made badges or create their own. “A personalized certificate to celebrate high quality is a surefire way to make that student feel appreciated and motivate further success.” (Hubbell, et al., 2012, p. 66). The Award Badges function supports this. The //Edmondo Play// is great for self- motivation. Students can play educational games at their own pace to gain even more badges and connect with other students through a moderated comment board.
 * Identify the resources as an educational website, software program or app:**
 * Rate the Resource on a scale of 1 to 10:**
 * Brief description of the Resource and how it can is used with classroom instruction or training in a work setting**//://
 * How does the resource align with instructional strategy examined for the week?**

References: Hubbell, E.R., Kuhn, M. & Pitler, D. (2012). //Using Technology with Classroom Instruction that Works// (2nd Ed). [|Emodo] ( 2016 ). Retrieved from .www.edmodo.com

Red Critter Educational app Rating: 6/10 – the application seems user-friendly and can be accessed on a number of devices. However, teachers, students and parents require access to technological devices, such as computers or tablets, and the internet to use Red Critter. Additionally, Red Critter does have a small monthly fee. Finally, Red Critter does not address all of the recommendations made by Hubbell, Kuhn & Pitler (2012) for reinforcing effort and providing recognition. Brief Description: Red Critter is an app that allows educators to “quickly and easily encourage, track and reward student learning and participation from any computer, phone or tablet” (Red Critter, n.d., p.3). Red Critter allows teachers to publicly or privately recognize student’s efforts and achievements by giving students badges or points. Teachers are able to customize the badges and points assigned and provide private messages. Align with instructional strategy: By allowing teachers to recognize students and reward their achievements, Red Critter helps teachers demonstrate the relationship between effort and achievement, which is an important aspect of reinforcing effort in the classroom (Hubbell, Kuhn & Pitler, 2012). However, the app itself does not provide “explicit guidance about exactly what it means to expand effort” and seems to put most of the onus on teachers to track student’s efforts and achievements (Hubbell, Kuhn & Pitler, 2012, p.58). Red Critter also provides a means for teachers to provide recognition and praise. Red Critter uses “concrete symbols of recognition” and allows an opportunity for teachers to provide praise, however the teacher will have to ensure the praise “is specific and aligned with expected performance and behaviors”. Red Critter does not “promote a mastery-goal orientation” (Hubbell, Kuhn & Pitler, 2012, p.64).
 * Meaghan McNeil **

References:

Hubbell, E.R., Kuhn, M. & Pitler, D. (2012). //Using Technology with Classroom Instruction that Works// (2nd Ed).

Red Critter. (n.d.). Whitepaper & feature overview (2017). Retrieved from https://connecterstoremedia.blob.core.windows.net/redcritterteacher/RedCritterTeacher-Overview_Features_WhitePaper.pdf

**<span style="font-family: 'Times New Roman',serif,EmojiFont;">Beata Dabrowska **

Topic: Reinforcing Effort and Providing Recognition AT: Class Badges Website

**Rating:** 7/10 for the purpose of higher education, I award this website a seven because it’s used for rather younger generation/children instead of HE. However due to the simplicity and user-friendliness, I still selected this one as it’s simple and fun.

**Description:** This website allows teachers to use an already created badge template or upload your own preferred badge image to reinforce positive effort and provide positive recognition using electronic badges to boost student motivation. An account can be made for the whole school or class or simply individual student and teacher. It’s very flexible to the given subject, topic, research, or theme. Easy tutorials lead users through steps on how to attain this free account and use this fun reward system, “Students deserve to be recognized for their learning accomplishments, and a badge is a perfect way to do that” (ClassBadges, 2017).

**Aligns with Instructional Strategy:** This reminds me of awarding stickers back in the days, however with newer technology, electronic badges are the way to boost morale, motivation, highlight achievement and effort, progress, positive reinforcement and provide feedback recognition in an enjoyable format. According to Hubbell, Kuhn, and Pitler (2012), “to provide students with concrete recognition is to hand out badges for achievement. Teachers can either print out badges or provide them in virtual form on classroom blogs or wikis” (p. 67). This is exactly the virtual recognition that is linked with this week’s instructional strategy.

**Reference:**

Hubbell, E.R., Kuhn, M. & Pitler, D. (2012). //Using Technology with Classroom Instruction that Works// (2nd Ed). ClassBadges (2017). Retreived from http://blog.classbadges.com/category/announcements/

(Posted by Pearl on behalf of Beata due to technical issues)

[|Rosetta Stone]
 * Daniel Robertson**
 * Reinforcing Effort and Providing Recognition**
 * Source:** Software Program
 * Rating: ­­10/10**
 * Description:** Rosetta Stone is a language learning software platform. It can teach a user to read, write and speak over 30 languages using games lesson and interactive learning with native speakers. As you go from level to level you are progressively challenged and guided to increase you knowledge in your language of choice. The software is great as it can, depending on the subscription, be used at home or on the go with a phone or tablet.
 * Instructional Strategy Alignment:** As students progress the lesson get more difficult. There are various side games that students have the option of doing to increase their skills. These become invaluable because to pass from one level to the next learners must achieve a certain score and errors take away from your score. Learners learn that effort and achievement are connected. This effort is rewarded as learners can see their ability to progress error free. If they take part in an interactive speaking session they will receive praise for their correct answers from the native speaker. Learners can also receive recognition from the software but winning side games if they play against another learner and are able to beat them. This also reinforces a mastery-goal orientation as they are not just trying to improve, but also to improve to proficiency so they can best other learners (Hubbell, Kuhn & Pitler, 2012).

References Hubbell, E.R., Kuhn, M. & Pitler, D. (2012). //Using technology with classroom instruction that works// (2nd ed.). Alexandria, VA: ASCD Rosetta Stone (2017). Retrieved from []