DHM3 Task 1
Shelby Webb
A1.
One ethical challenge that can arise in a classroom using technology is academic
dishonesty. The Internet provides students with billions of resources to understand practically
anything. As much as that can be a blessing, it can also make a substantial ethical challenge
in the classroom. Especially as students age and have busier concerns, finding and sharing
answers is easy. A student can copy the original work and claim it as theirs with a few clicks,
discrediting those who put in the work. It also hurts the students because they are not
learning the skill. This can lead to fraudulent activities and plagiarism, costing students their
grades and sometimes resulting in lawsuits.
A2.
A strategy teachers can use to overcome dishonesty in academics while using
technology is teaching students how to cite authors and sources properly. Allowing students
to fully understand the risk of taking other people's work can be done by showing lawsuits
relevant to the idea. Proper credit to sources can protect students and teachers from lawsuits
and losing out on opportunities due to dishonesty. Backing this method up is the statement,
"Reinforcing how to cite authors, and why it's important to respect the intellectual property of
others, will help minimize these occurrences. Requiring well-cited sources will also help
prevent any fabricated research," (Mattison, 2018).
B1.
Spelling and vocabulary are topics students can use while using this technology.
B2.
The technology is an online interactive game called Hang Mouse. The game can
be played on a SMARTboard to allow whole group interaction or on individual devices like
iPads or Chromebooks. The game’s principal is a version of Hang Man but made to be schoolappropriate. The student gets a sentence with a blank that they use context clues and whatever
vocabulary they are learning to answer. They work to fill out the word by guessing letters, and if
they get a letter right, a mouse grabs a piece of cheese from a sleeping cat. If they get a letter
wrong, they potentially wake up the cat and get caught. The goal is to steal the entire cheesecake
without getting caught. It helps students learn how to spell and review vocabulary by using
critical thinking skills to understand a sentence.
B3.
Students would be instructed to use the technology first, displaying it on the
SMARTboard for whole-group interaction. The teacher would explain the game and inform the
students that it would be used to review current vocabulary. The teacher will then select a student
by taking turns reviewing a vocabulary list and spelling. Each student will take turns selecting a
letter on the screen to fill out the blanks. The teacher will inform them that they need to read the
sentence displayed under the mouse and try to figure out the word. Each student will select one
letter until all the blanks are filled, and they grab the cheese piece without getting caught. If they
get a letter wrong, the cat will catch the mouse and the students lose. After the class interacts
with the teacher's guidance, the teacher will turn the students to individual laptops to access the
game. They can either work independently or with a partner to play the game and continue to
review their vocabulary and spelling.
B4.
The technology benefits diverse learners by forming an engaging way for students
to engage in the lesson. It also supports EL learners in how the technology pronounces the
sounds of the letters and the pronunciation of words. This supports EL Learners by teaching
them proper spelling and how to pronounce words and individual letters, which they can
struggle with more (Family of Education Technology Products, n.d.).
C1.
A technology teachers can use to assess student learning is an interactive website
/game called Quizizz. Quizzizz is a platform where teachers can ask questions regarding any
subject on an interactive game base. The students compete against each other to answer
questions in a race format. It also allows the teacher to gauge and measure where students
struggle or succeed (Haripriya, n.d.).
C2.
Quizzizz can assess student learning by giving a teacher real-time data on where
students are struggling or understanding. This is an excellent way for a teacher to form a
formative assessment to see if she needs to alter any part of her lessons. It is also quick to make
pop-up quizzes for those purposes. Depending on how the teacher formats it, it can even be used
for a summative assessment.
C3.
Quizizz can help students become independent learners in a multitude of ways.
Quizzizz can be used as an assessment, for teaching a lesson, and for homework. The
technology's engaging design and competitive nature can help motivate students to compete
against their peers in a healthy manner. It also tracks their success and errors with instant
feedback so they can review and try again until they grasp a topic independently.
References
Mattison, L. (2018, December). Ethical issues with using technology in the classroom.
Study.com. Retrieved April 15, 2025, from https://study.com/blog/ethical-issues-withusing-technology-in-the-classroom.html
Family of Education Technology Products. (n.d.). Hang Mouse game.
spellingcity.com/hangmouse. Retrieved April 15, 2025, from
https://www.spellingcity.com/hangmouse.html
Haripriya. (n.d.). What is Quizziz. Quizziz.com. Retrieved April 15, 2025, from
https://support.quizizz.com/hc/en-us/articles/203610052-What-is-Quizizz