Using Infographics in the Classroom


In my own classroom, the use of infographics has been a valuable tool to teach not only visual literacy, but graphic design. Our society is a visual one and students need to be prepared to not only interpret the meaning of visuals presented to them but to present their own visual stories back to others. Many already do this in some capacity on sites like Instagram, YouTube and Snapchat. Of course, creating an infographic does go beyond taking a selfie, requiring students to think very critically. Above are some infographics of mine that I’ve shared with students.

What is an infographic?

I tell my students that infographics (informative graphics) are a way to convey information to an audience in a simple, engaging way. I tell them that it is a way of storytelling. I tell them that it counters the notion, often seen in writing, that longer is better. I tell them that synthesis is truly the challenge here. The key to a successful infographic is a finished product that looks deceptively simple.

How do you use them in your teaching?

Each time I’ve presented this idea, I’ve been surprised by how many student haven’t heard the term infographic. They are, however, familiar with similar images in nonfiction books from their childhood. Students are often surprised by how much they can “read” from a visual image, as well as how quickly they can identify the  relationships present, such as in flowcharts and cycles, etc. I often begin by showing students some examples and asking them to identify key elements. This is an important first step to pave the way for students to create their own. Infographics can be used as a creative alternative to a typical project or even writing assignment. Students can share them in a printed form or with each other online. In the examples below, my students use infographics to share elements of symbolism from novels they had recently read.

How do you make an infographic and not just a poster?

  • Get out of the habit of “go find and stick up” (Images are not stickers to place without thorough consideration.)

  • Viewer should be able to understand relationships at first glance (cross language barriers perhaps)

  • Overall imagery should be thematic or symbolic

  • Not just be content, but an analysis of this information

  • Does your infographic…tell a story? persuade? present an argument?

  • Consider the overall text structure (compare & contrast, sequence, cause & effect, etc.)


What tools do you use to create infographic?


There are many, many online tools available that can make this process easy and fun for students. Some examples are shown above. Please note that some of these tools have both free and paid versions with varying customization options. Be warned that “go find and stick up” is tempting with these tools. Additionally, by no means is a fancy tool necessary to create such a visual image. A simple tool like Google Slides, Powerpoint or even pen and paper can work just as well!

ISTE Student 4: Gaming to Teach Problem Solving

I am continuing my ongoing look at ISTE Student Standards with my graduate program in Digital Educational Leadership at Seattle Pacific University, and I encourage you to visit my previous posts addressing ISTE 1, ISTE 2, and ISTE 3. This week, my focus is on ISTE Student Standard 4 which addresses using critical thinking skills to problem solve and make informed decisions. These skills are necessary for any content area or age level, and can be learned through game-based learning (Sardone & Devlin-Scherer, 2010). Using games in education has become increasingly popular in recent years, as games reward small successes, while engaging and motivating participants. Games also produce less of a stigma around failure, since gamers simply persist until they beat a level.

The Power of Games in Education: What the Research Says

This investigation led me to bold statements claiming gaming is the future, as it has the ability to save failing educational systems…and even the world. Believing that humans are better at games than they are at real life, McGonigal (2010) claimed that gaming can make the world a better place. Gamer motivation is often tied to personal meaning, inspiring collaboration and cooperation (McGonigal, 2010). In games, individuals stick with a problem for as long as it takes to achieve success, propelled by urgent optimism, otherwise known as the desire to solve a problem immediately if one believes success is possible (McGonigal, 2010). These facts combined suggest that if gamer power is harnessed, real world issues could be solved (McGonigal, 2010). McGonigal’s (2010) latest project, a collaboration with The World Bank called Evoke, is designed to empower players to develop innovative solutions to dire social problems.

While the suggestion that gaming can save the state of education sounds improbable, “neuroscientists are discovering more and more about the ways in which humans react to such interactive design elements. They say such elements can cause feel-good chemical reaction[s], alter human responses to stimuli -increasing reaction times, for instance – and in certain situations can improve learning, participation, and motivation” (Anderson & Rainie, 2012, 2nd para.). A shift away from standard educational models, which rely heavily on direct instruction, would mean that “students have the responsibility for finding, analyzing, evaluating, and sharing knowledge under the direction of a skilled subject expert” (Bates, n.d. p.68).

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