Remove BYOD Remove Gamification Remove Groups
article thumbnail

Teach Speaking and Listening Skills with Student Presentations–the video

Ask a Tech Teacher

Collaboration: Students can work in groups while ensuring individual accountability. Problem Solving: Students identify common tech issues and propose solutions, fostering critical thinking. Vocabulary Development: “Speak like a Geek” allows students to teach and learn domain-specific terms.

Video 421
article thumbnail

Shall We Play a Game (& Learn)?

Baker's B.Y.O.D.

Since chatting with Tom Driscoll via Google Hangout and Brian Germaine at the EdSurge RIDE event in the Fall , meeting up with Chris Aviles at Techspo14 , viewing Mr. Lewis'' Edmodo Webinar on Gamification , and engaging with my #TeamMAITs in class, I''m intrigued by the didactic nature of games. I also have all groups set to read-only.

Edmodo 117
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

How Any Teacher Can Use Lee Sheldon’s Multiplayer Classroom Model

The CoolCatTeacher

Student study groups are called guilds. But with Airplay and also a cool tool called LightCast, every single device in my BYOD classroom can broadcast to the Jtouch display at the front of my classroom. Why Lee Sheldon hates the term “gamification” and what term he uses instead. Quizzes and tests are fighting evil.

Classroom 150
article thumbnail

Gamification Stage Three: The Constraint

techlearning

That is why the highest form of gamification, what I call stage 3 , is using video game techniques to create experiences for students. Previously, students could pick a project that interested them from a group of projects and work in teams to complete them. It is all about the experience. I turned The Innovation Lab into a game show.

article thumbnail

Technology won't replace teachers, but.

Learning with 'e's

At the Glasgow event, the Bellshill Academy students did a lot to answer this question, presenting some excellent uses of iPads in their personal and group research. Another question raised at both conferences was around how institutions in all sectors are managing the sudden influx of bring your own technology/device (BYOT or BYOD).

article thumbnail

Why We Need To Embrace eSports In Education

techlearning

Building the school-to- college pipeline is also important because it reaches a group of kids who often don’t have a home/school connection. Until Next Time, GLHF cross-posted at Teched Up Teacher Chris Aviles presents on education topics including gamification, technology integration, BYOD, blended learning, and the flipped classroom.

article thumbnail

10 Experts’ Predictions for Education and Technology in 2016

GoConqr

With an increased presence of BYOD and 1:1 programs in classrooms, schools today are faced with the challenge of transforming traditional learning spaces to seamlessly connect pedagogy, technology, and space. One of the biggest EdTech trends in 2016 and for the years to follow will be gamification.