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3 – SocialMedia Tools in Teaching – Using Them the Right Way I’ve seen socialmedia used in ways that aren’t very safe or effective. For example, when teachers post their video conferencing links publicly on socialmedia, they are unknowingly allowing unwanted attendees to enter their online classrooms.
Course: Implementing Culturally Responsive Teaching Strategies “In this course, you will explore the importance of culture; how it impacts thinking, learning, and behavior; and how to embrace cultural differences and become a culturally responsive teacher.” There are even game badges you can add to Google Classroom. Course: Level Up!
To engage students, we need tools that work well regardless of where learning is taking place — hybrid, virtual or in-person. Presentations can have sound, hyperlinks, socialmedia buttons and so much more. Gimkit is one of many game-basedlearning tools available and it has been a favorite of my students each year.
You can discover how to connect games to learning in the classroom. Let’s Play: Creating a Playful Classroom Game-Based Strategies for Language Instruction Level Up! Student Achievement Through Gamification and Game-BasedLearning Sports and Games: Using Instructional Models in PE.
We wanted to create a digital experience for kids that allows them to create things together, but isn’t saturated with the usual social-media-like engagement tools. Not only have they eschewed a socialmedia setting for their digital playground, they’ve also steered clear of “gamifying” the experience.
Michael Matera, a 6th grade world history teacher in Milwaukee, used his expertise in gamification to write a top selling book, Explore Like a Pirate. I’m the gamification guy,' come talk to me. Innovations in Games-BasedLearning video series. Create Minecraft adventure maps - sell on the Minecraft Marketplace.
They share their passion for gamifying the classroom with game-basedlearning and teaching through play. We discuss what types of classroom environments are appropriate for gamification and ways you can incorporate game-basedlearning today! Gamification v. Game-BasedLearning. [13:43]
Gaming can be entertaining and can make learning fun at the same time! Game-basedlearning and gamification is a trend that has been implemented in many settings, including education, work place training, and socialmedia. Meet the author.
Games and gamification are not new to education. Even before the more recent growth of the edtech industry, educators have routinely created games and interactive challenges in order to get students engaged with subjects ranging from math and logic to history and reading.
From gamification to crowdsourcing, improve learning with these interactive elements. Most of them grew up playing video games, and ever since they can remember, they’ve been in constant contact with friends via socialmedia platforms and text messages. Today’s students are a uniquely interactive group.
I touched on personal learning networks, mobile technologies, games and gamification, the use of socialmedia in learning, the role of user generated content, the phenomenon of ubiquitous connection, and technological convergence. Here's to all the possible futures of learning! Unported License.
There were sections on digital literacies and mobile learning, both of which we considered to be important for the success of education and learning in the future. Blogs and wikis and other socialmedia made an appearance, even though at the time they were still fairly nascent in compulsory education.
In her classroom, Carrie integrates technology, creative thinking, a fearless attitude, the power of gamification and endless doodles to enable her students to access information and materials, enhance their learning and empower them to achieve things they never knew they could do or be a part of. Gamification Resources from Carrie.
In short, the shift from purely academic standards to critical thinking habits supports personalized, 21st century learning through a preceding shift from institution to learner. Game-BasedLearning & Gamification. Connectivism. This occurs simply through crowdsourced knowledge (e.g., Transparency.
There were sections on digital literacies and mobile learning, both of which we considered to be important for the success of education and learning in the future. Blogs and wikis and other socialmedia made an appearance, even though at the time they were still fairly nascent in compulsory education.
Gamification and the use of badges is nothing new, and many of us have found ways to use these in adult learning and professional development. How it Works Badge Example From here, the teachers have CHOICE in their learning. It became a very popular share, and other friends were asking me for more information and links.
As a gamification guru and moonshot thinker, Michael transforms the traditional classroom into a high-energy environment where active student engagement is paramount. Helping educators learn about the power of a gamified immersive learning environment is Michael’s passion. SMART Learning Suite is today’s sponsor.
With socialmedia, teens are constantly evaluated by peers and people worldwide. Teens are motivated by gamebasedlearning and gamification. Check out these resources for getting students to learn with popular music and hip hop. Teaching teenagers is much harder today than when I was a teenager.
Share your experiences in the comments below or on socialmedia with the hashtag #CoolCatTeacher. Lets learn from each other! Related Resources How to Use Gamification in the Classroom Teacher Tips for Preventing Burnout Engage Students with Creative Teaching Ideas Subscribe for More Never miss an episode!
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