Know-Want-LearnGamificationCurationCollaborationWebquestTaskBasedLearningTestTeachTestContentManagementSystemSoftskillsProfessionalLearningCommunitiesStudentexperienceProfessionalLearningNetworkAdaptiveTechnologyStudentChoicePresentPracticeProductionProbletunitiesDisruptivetechnologyProjectBasedLearningSAMREngageStudyActivateEndlessChallengesEvidenceoflearningGamebasedLearningKnow-Want-LearnGamificationCurationCollaborationWebquestTaskBasedLearningTestTeachTestContentManagementSystemSoftskillsProfessionalLearningCommunitiesStudentexperienceProfessionalLearningNetworkAdaptiveTechnologyStudentChoicePresentPracticeProductionProbletunitiesDisruptivetechnologyProjectBasedLearningSAMREngageStudyActivateEndlessChallengesEvidenceoflearningGamebasedLearning

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