In the past, I have covered many studies that look at the efficacy of game based learning. But a recent study from A-GAMES, a collaboration between New York University and the University of Michigan, is significant because it looks at the way games impact the learning experience and the relationship between teacher and student. It does this by considering how digital games support ‘formative assessment’ — a term educators and researchers use to describe “the techniques used by teachers to monitor, measure, and support student progress and learning during instruction.”Read More
As teachers and educators, we are constantly required to review, evaluate and renew our teaching strategies to align them with the cultural, technological and pedagogical ethos of the era we are living in. In today’s era, the digital component is at the foreground which obviously calls for a new mindset, a novel conceptual framework that views technology not as an end itself but solely a mean to an educational end.Read More
More than 100,000 teacher-created digital textbooks are now available online through the CK-12 Foundation’s free STEM content and tools platform. The 106,000 digital texts, or FlexBooks, come from the roughly 30,000 schools using CK-12’s free and open digital resources. CK-12 is launching two new tools in addition to its new content. (…)Read More
I absolutely love planning lessons from scratch. I just got a job teaching technology units for a summer camp for elementary age students. I can design and teach whatever I want – planning for a different theme each week. (…)Read More
As I prepare for my presentation this week at the Florida Educational Technology Conference (FETC) on “Presenting with Pecha Kucha,” my colleagues have repeatedly asked me, “What is Pecha Kucha?” The short answer is it’s a great presentation style that gets students thinking and learning, not reading slides. A longer one might be to explain that the term comes from the Japanese words for “chit chat,” so as you might guess this unique presentational style embraces a more conversational tone. But more importantly, it is transforming presentations as we know them. (…)Read More
Are you seeking a high-engagement makeover for some content you’re required to teach? Do you need an organizational structure for individually-paced hybrid learning? Gamification might be just what you are looking for. (…)Read More
SAN FRANCISCO — With Google processing 40,000 search queries a second — or 1.2 trillion a year — it’s a safe bet that many of those doing the Googling are kids.
Little surprise then that beginning next year the tech giant plans to create specific versions of its most popular products for those 12 and younger. The most likely candidates are those that are already popular with a broad age group, such as search, YouTube and Chrome. (…)Read More
Last year I taught third-grade math in a whole new way. Combining elements from the wildly popular sandbox game Minecraft, I had students thinking visually and creatively about mathematical models and theories that went way beyond a typical third-grade curriculum, transforming math class into what I like to call Mathcraft. (…)Read More
HUNTER, N.Y. — For better or for worse, the third graders in Greg Fletcher’s class at Hunter Elementary School always know where they stand.
One morning in mid-October, Mr. Fletcher walked to the front of the classroom where an interactive white board displayed ClassDojo, a behavior-tracking app that lets teachers award points or subtract them based on a student’s conduct. On the board was a virtual classroom showing each student’s name, a cartoon avatar and the student’s scores so far that week.Read More