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Teach Speaking and Listening Skills with Student Presentations This video is from a series I taught for school districts. It is now available for free to Ask a Tech Teacher subscribers: Summary This video discusses using student presentations to enhance speaking and listening skills, aligning with Common Core standards.
Gamification of Education This video is from a series I taught for school districts. It is now available for free, here on Ask a Tech Teacher: –summarize with NoteGPT Summary Jacqui Murray discusses the integration of technology in K-8 education, focusing on gamification to enhance learning.
Videos include (in alphabetic order): 15 Webtools in 15 Weeks 18 Digital Tools in the Classroom A focus on strategies Alternative tools Assessment isn’t static Author doers BYOD Class warm-ups Collaboration Curriuculum Maps Differentiation–How to teach the hard-to-teach class Digital Citizenship: What to Teach When Flipping the classroom Gamification (..)
Heres the sign-up link if the image above doesnt work: [link] The content presented in this blog are the result of creative imagination and not intended for use, reproduction, or incorporation into any artificial intelligence training or machine learning systems without prior written consent from the author.
Here’s the sign-up link if the image above doesn’t work: [link] “The content presented in this blog are the result of creative imagination and not intended for use, reproduction, or incorporation into any artificial intelligence training or machine learning systems without prior written consent from the author.”
Presentation boards encourage student collaboration and sharing. Collaborative Learning: Activities such as presentation boards and blogging promote peer-to-peer learning. Class warm-ups help transition students into learning mode efficiently. Student independence during warm-ups allows teachers to manage other tasks.
Here’s the sign-up link if the image above doesn’t work: [link] “The content presented in this blog are the result of creative imagination and not intended for use, reproduction, or incorporation into any artificial intelligence training or machine learning systems without prior written consent from the author.”
Second, the introduction of gamification. Initially thought by some experts and even teachers as a gimmick , gamification quickly caught the interest of the ed tech world, because the best way to teach students is to play games. And mixing up gaming with learning makes the latter even more fun. The possibilities are endless.
Gamification , one of the biggest trends in education, is the process of making learning more fun and engaging for students by reorienting lessons to feel more like games. The presentation of material is adapted to students’ needs based on their responses to questions and tasks.
That is why the highest form of gamification, what I call stage 3 , is using video game techniques to create experiences for students. When I started to think about how to package and explain all of this to students, I went back to gamification as I always do. It is all about the experience. I should have known better!
Those who presented raised questions around the digital divide, the changing shape of schools, the impact of information and communication technology on learning gain, the ongoing debate about whether schools should filter social media sites, and the use of new and emerging technologies in education.
67% of those with no mobile learning technology at present said they were very or somewhat likely to adopt it in the next 1-2 years. Furthermore, more districts have “Bring Your Own Device” (BYOD) policies in 2014 than in 2013 and those policies range widely. Students’ families/BYOD model (23%).
When I attend sessions, in addition to taking my own notes, I like to photograph the presenter, enhance the photo, and overlay text on top to make an infopic. Luckily, many generous presenters at Miami Device shared their resources, notes, and handouts digitally. I thought I’d link to some of them. A massive online game?
Gamification , one of the biggest trends in education, is the process of making learning more fun and engaging for students by reorienting lessons to feel more like games. The presentation of material is adapted to students’ needs based on their responses to questions and tasks.
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.
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. To do all that, we need to build the school-to-college pipeline and embrace esports in education. Read more at Teched Up Teacher.
Purposeful gamification can allow for personalized learning , increased student engagement , and greater creativity. ( But what if you’re new to gamification? And they can respond using a smartphone, a laptop or a tablet, which makes it fantastic for BYOD classrooms. What if your students don’t all have iPads?
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. Also, feel free to join GEG:NJ and learn with us even if you’re not from Jersey because not everyone is perfect. Below is the show.
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. We can always do better and we teachers are better together. Read more at Teched Up Teacher.
At the same time I started the Innovation Lab in 2016, I was invited to a gamification conference at UPenn. 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.
Great keynotes, great presentations, and also free! Just a reminder that there''s still time to sign up for the technology and app smackdown or Inspire presentations at the April 6th MiniCon. Your presentation will only be 2 minutes long with 2 images as your presentation. Or sign up to be an Inpire Presenter !
Letting them know that done is better than perfect, teaching them about choice paralysis, and how to let their light shine when the opportunity to be great presents itself is important. Sharing something like this amazing paper that talks about the difficulties students may face in a student-centered, maker classroom is important.
Until then, GLHF cross-posted at Teched Up Teacher Chris Aviles presents on education topics including gamification, technology integration, BYOD, blended learning, and the flipped classroom. I’ve left a few out, but maybe I’ll be brave enough to post them one day. Read more at Teched Up Teacher.
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. Read more at Teched Up Teacher.
Considered from this angle the challenge is really an opportunity to merge the ubiquity and deep capacity of information present in these platforms with the inspiration and commitment of teachers to students constantly improving and dedicated to advanced learning. Content gamification is yet another vital aspect of social learning.
A week later I flew cross country to Seattle to help run Picademy for over a hundred educators and in two days, I’ll by flying to Moscow for the EdCrunch forum where I’ll talk about Gamification and Fair Haven Innovates. Oh, and I also wrote a book on teaching through entrepreneurship that will be published through EduMatch by Christmas.
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. Whether you use entrepreneurship or not, chances are your kids want to do something awesome. We just have to get out of their way.
cross-posted at Teched Up Teacher Chris Aviles presents on education topics including gamification, technology integration, BYOD, blended learning, and the flipped classroom. Until next time, GLHF and let me know if you want to run squads in Fortnite with me. I’ll teach you how to beat your kids!
Facebook Argument : Students consider the relative strength of evidence that two users present in a Facebook exchange. and world history and move students beyond the simple fact recognition presented by many bubble tests to engagement in historical thinking. Beyond the Bubble History Assessments.
” BYOD programs allow students to use their own technology (usually smartphone or tablet) in a classroom. BYOD is often seen as a way of solving budget concerns while increasing the authenticity of learning experiences , while critics point to the problems BYOD can cause for district IT, privacy concerns, and more.
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