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When we can take risks by either trying something new or using digital tools for game-based and collaborativelearning, we will see students engage more with the content. Additionally, it is important that we ask for their feedback so we can continue to provide the best learning opportunities for them.
Zombies had taken over the school library, and she and her fellow students had to work together to answer various questions about books—such as identifying where the index is located. On the screen, she saw her classroom just as though she were using the camera, but with one startling difference: There was a zombie floating in front of her.
. - James Bellanca The Learning Revolution Project highlights our own "conference 2.0" virtual and physical events and those of our over 200 partners in the learning professions. We are already receiving some great presentation proposals for Library 2.014 and the Global Education Conference. Is your library mobile friendly?
The integration offers educators’ free access to export and upload Canva lessons, presentations, and other materials into Lumio to create interactive lessons with game-based activities, formative assessments, and more. It allows educators to bring their ideas and lessons to life with thousands of ready-to-use educational templates.
Matific app (cost but free trial) works on multiple platforms https://www.matific.com/us/en-us/ - individualized math games that are centered around the curriculum we are learning that gives me feedback on what students have mastered as well as what they need to be retaught. The students are introduced to the research process.
It’s not just a library anymore; many parents will and should be amazed at the scholarly materials available to their kids. Personalized Learning Through Gaming. Understanding Competency Based Instruction. CollaborativeLearning Environments. Navigating the media center. Create ePortfolios.
It embodies the idea of social constructivism , whose premise is that knowledge is built through social interactions, and its closely allied theory of computer-supported collaborativelearning (CSCL) that extends the principles of social learning to networked and online environments.
It also supports collaborativelearning, as students can work on group projects within shared documents, participate in discussion threads, and ask questions directly within the class stream. a game-basedlearning platform that makes learning engaging through interactive quizzes, surveys, and discussions.
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