StudentChoiceEvidenceoflearningCurationGamificationProfessionalLearningNetworkCollaborationTaskBasedLearningProfessionalLearningCommunitiesDisruptivetechnologySoftskillsStudentexperienceWebquestProbletunitiesGamebasedLearningProjectBasedLearningPresentPracticeProductionChallengesEngageStudyActivateTestTeachTestSAMRAdaptiveTechnologyEndlessContentManagementSystemKnow-Want-LearnStudentChoiceEvidenceoflearningCurationGamificationProfessionalLearningNetworkCollaborationTaskBasedLearningProfessionalLearningCommunitiesDisruptivetechnologySoftskillsStudentexperienceWebquestProbletunitiesGamebasedLearningProjectBasedLearningPresentPracticeProductionChallengesEngageStudyActivateTestTeachTestSAMRAdaptiveTechnologyEndlessContentManagementSystemKnow-Want-Learn

Use of New Technologies II - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. Student Choice
  2. Evidence of learning
  3. Curation
  4. Gamification
  5. Professional Learning Network
  6. Collaboration
  7. Task Based Learning
  8. Professional Learning Communities
  9. Disruptive technology
  10. Soft skills
  11. Student experience
  12. Webquest
  13. Probletunities
  14. Game based Learning
  15. Project Based Learning
  16. Present Practice Production
  17. Challenges
  18. Engage Study Activate
  19. Test Teach Test
  20. SAMR
  21. Adaptive Technology
  22. Endless
  23. Content Management System
  24. Know-Want-Learn