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Dalton, B., & Grisham, D. L. (2011). EVoc Strategies: 10 Ways to Use Technology to Build Vocabulary. The Reading Teacher, 64(5), 306-317. doi:10.1598/rt.64.5.1

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Thinkmap, I. (n.d.). Search for synonyms using the Visual Thesaurus. Retrieved June 12, 2017, from https://www.visualthesaurus.com/

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Visual thesaurus allows you to type in a word, and then see a visual diagram of words related to the one you initially typed. The words closer to your initial word relate the most, and then words branch out from there.

This benefits vocabulary learning because you are able to find synonyms for words you type in along with words that relate. If you click on one of the words branching out and you aren't sure if it relates directly, click on it and it will give you more examples of words that relate to it. This helps you decide which word works best with what you want to say.

This strategy would be useful in the classroom because students would be able to look up words while writing, and independently discover new words to use, and play around with their use. This could also work if you were trying to build vocabulary with your students and wanted to gain more examples but weren't sure where or how.

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You create a list of words, and then it forms an organized version of your list. You are able to edit how the language is presented and the layout of the text. You are also able to edit the fonts and colors of your project.

This benefits vocabulary learning because you're creating a list of words. Words that are used more often are bolded, words that are not used as much are not bolded. It creates a poster-like visual for students to see vocabulary words. When students hear words, see words, and then write out words they are learning vocabulary through multiple platforms and it will be shown in an aesthetically pleasing way.

This vocabulary strategy can be used in a variety of ways in the classroom. For example, after reading a story you could have students identify vocabulary words they knew and ones they did not know. This would create a nice visual when using wordle. You could also have students create lists using wordle that helps them understand words they know vs. words they don't know, or words they are using more often than others.

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Gamification is "the process of using game like thinking and game mechanics to engage audiences and solve problems." Through gamification vocabulary is taught using adaptive resources as assistive tools. It teaches students beyond just word definition, and truly allows for engaged vocabulary learning. This type of strategy promotes problem solving, immediate feedback, feelings of accomplishment and success.

This strategy benefits vocabulary learning because it is engaging, and allows for more than just definitions of words. For example, the visual I provided shows a screen shot of a multiple choice question WITH context, which is beneficial because it provides a context similar to what a student would read in a book. Many sites, applications, games, etc. provide vocabulary questions but without context which causes difficulty and confusion. Gamification is extremely engaging and students don't often realize they are "learning" vocabulary as they play and interact with the games they are focused on.

This would be an extremely useful strategy in my future classroom because students would be motivated to learn vocabulary. There are multiple opportunities to read and use words in multiple contexts through gamification. This would be great for all learners, but especially learners who aren't motivated to read books or look for context clues in "regular text". This is a way to engage students without making them feel like they are truly reading or learning vocabulary.

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Vocabulary podcasts are a digital way to introduce vocabulary and help students learn. The "shows" can be directly transferred to music players, iPads, computers, etc. allowing access to students from many different mediums. Students are now able to learn vocabulary outside of the classroom without teacher or parent assistance. Students listen to each podcast once per week to review information and vocabulary. They can listen at school, or outside of school.

Students are able to review outside of the classroom. If students learned vocabulary in class, they can hear it verbally again, and review the meaning of the word. This also allows for struggling students to spend more time working on vocabulary instruction without extra help or effort from the teacher or parent. This allows for independent learning and students stay engaged because its not a teacher lecturing at them during school hours, they are simply listening and reviewing information.

I would use this strategy in a similar way as the study conducted. I would have students review a podcast about vocabulary learned once a week (allowing time in class but encouraging outside listening as well). This would help solidify knowledge, and give students another exposure through another medium to vocabulary learned. The podcasts would be unique to our classroom units, and engaging because I would be the one recording them for my students.

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This is an example of the visual thesaurus

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This is an example of an ideal classroom created by students using wordle

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This is an example of gamification used with context to help students learn new words.

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This is an example of a tune that could be played in a podcast to help students remember vocabulary.

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Wordle - Beautiful Word Clouds. (n.d.). Retrieved June 12, 2017, from http://www.wordle.net/

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Abrams, S. S., & Walsh, S. (2014). Gamified Vocabulary. Journal of Adolescent & Adult Literacy, 58(1), 49-58. doi:10.1002/jaal.315

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Word Play. (n.d.). Retrieved June 12, 2017, from http://www.vocabulary.co.il/word-play/