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Throughout the course, I have learned that social media can be used to enhance student engagement through the use of discussion posts, videos, images, gifs, etc. Twitter is very user friendly and students can pick up the social media app quickly. Out of all of the social media options, I think Twitter would work best for my students. I also learned that I would really have to think about online safety and other implications prior to having my students use this platform. Overall, the implementation of Twitter is something I am considering for next semester!

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After completing the action research case study with my PE students, I learned that the findings in my case study somewhat answered the first "I wonder" question. In the case study, my students used a mobile device: Chromebook or smartphone to record and track their Pacer Test scores. Students demonstrated progress through the use of Google Forms. It allowed my students reflect and really think about their fitness progress to meet their learning targets. This also allowed the teacher to focus more of his time on teaching. The students also filled out a post assessment survey in which they agreed that they prefer to use a Chromebook or smartphone to record their progress instead of using a paper and pencil. Overall, students improved their overall scores and engagement in the classroom.

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Although the "I wonder" question is about Google Classroom, my action research case study had findings on students working with Google Forms. The study showed that students increased engagement and collaboration. Students were able to collaborate by helping each other input their scores on their Chromebooks or smartphones. Students also made it a competition and enjoyed comparing each other's graphs to see the progress being made each week.

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I wonder if taking a device home increases productivity more than using the school computer?

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I wonder if using Instagram or Twitter enhances student engagement.

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I wonder if Google Classroom enhances student collaboration.

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I wonder if adding games or gamifying a course enhances student motivation.