PresentPracticeProductionDisruptivetechnologyStudentexperienceEndlessStudentChoiceProfessionalLearningCommunitiesGamificationCollaborationProfessionalLearningNetworkTestTeachTestWebquestProbletunitiesAdaptiveTechnologyGamebasedLearningProjectBasedLearningEngageStudyActivateCurationEvidenceoflearningChallengesContentManagementSystemTaskBasedLearningKnow-Want-LearnSoftskillsSAMRPresentPracticeProductionDisruptivetechnologyStudentexperienceEndlessStudentChoiceProfessionalLearningCommunitiesGamificationCollaborationProfessionalLearningNetworkTestTeachTestWebquestProbletunitiesAdaptiveTechnologyGamebasedLearningProjectBasedLearningEngageStudyActivateCurationEvidenceoflearningChallengesContentManagementSystemTaskBasedLearningKnow-Want-LearnSoftskillsSAMR

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.


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