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2. Describe each opportunity (at least 3) and your plans for maximizing the benefits and possibilities to improve your implementation.

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2. Describe each opportunity (at least 3) and your plans for maximizing the benefits and possibilities to improve your implementation.

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1.  Preparation for future learning
As we know, 21st-century learning requires most of the teaching and learning using technology in the classroom. therefore, Arcademic is one of the platforms that can be used by the teacher to improve skill and content related by the technology in the classroom.teacher can use the game as a collective, shared experience that sets the foundation for future instruction.
2. Flipped classroom.
it was difficult to get engagement in conventional classrooms because the student just listens and not really actively participate in teaching and learning. So, nowadays the flipped classroom increasingly popular in teaching and learning, so that, why not we use arcademic as a flipped classroom because sometimes the student needs a new environment to learning. so that, the teacher can use arcademic for the flipped classroom to get more engagement from the students.
3. Perspectives
majority senior teacher's perspective thinks the game-based in the classroom is very complicated to use it. so why not take this opportunity as our benefit. show this technology to them lets it work for them as easier to help them in the classroom. if this technology helps them and then my vision is successful.

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You can find My Chosen Technology here!!!

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You can find My Chosen Technology here!!!

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Arcademics - Math Games, Language Arts Games, and More

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Fun and free educational games for kids in K-8. Featuring multiplayer learning games, math games, language arts games, and much more!

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3. List the steps of your implementation process (or at least a few major steps). 

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3. List the steps of your implementation process (or at least a few major steps). 

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1.  Preparation
at the first step, the teacher needs to understand the game that has been selected in Arcademic. As preparation, the teachers need to explore arcademic and use it before use within the students in the classroom. using this experience, the teacher can improve their skill and content for future learning. then, important to the teacher that lack of time to learn the game for a long time.
2. Give extra time in the first class where the game is used.
after the preparation, for the first time use the game its needs extra time to the student and teacher get familiar with the platform and the game in the classroom.
3. Getting started
after teacher and student get familiar with the game, and then start it!! the teacher needs to give guidance before the start. Gives the students a no-pressure opportunity to explore the game, and for the teacher try to give a guide to them. Importand in this step to make sure the game is appropriate of the content. so dont worry using arcademic for sure this is 100% appropriate content.
4. Determine student grouping.
Depend on the game that has been created, whether its single or collaborative type. make sure they have fun joining the game activity in the classroom. some game in arcademic play in collaborative. this is the ways how to encourage more engagement in classroom activity.
5. Conclude by reflection from student and teacher.
after the end game, conclude using report result and then reflection from student whether they have fun or not. then, make sure the game help them make links between the game and the learning outcomes.

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1.  Describe each barrier (at least 3) and any plans and strategies for managing it.

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1.  Describe each barrier (at least 3) and any plans and strategies for managing it.

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1. Time
There is a lack of time available to teachers to learn the game before  teach the students, in the classroom. so using arcademic, teacher can choose any game that easy to use in classroom without take a long time to learn it.
2. Assessing the appropriateness of the game
Nowdays, too many game in market place, so it was very difficult for teacher to choose how a particular game was relevant to some component of the curriculum, as well as the appropriate of the content within the game.  so that, using arcademic teacher can choose any  game in arcademic because this platform just provide education game for use it.
3. Platform compatibility
some game in market place require various technology to run for use it, all which not be accessible in a given school but dont worry using arcademic teacher and students can access it by computer or chromebook.