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Interactive presentations aren’t just a nice-to-havethey should be your go-to approach in the classroom. Your students definitely dont. Try the tips belowor check out ViewSonic Education Solutions to bring your presentations to life with powerful, easy-to-use EdTech. Interactive presentations are a great place to start.
I have long believed that spring presents an excellent time for educators to explore new ideas and try some new digital tools in the classroom. It did not require a board to project the questions, and students were able to collaborate and build their teamwork skills as they played the game and passed the time on the bus, learning!
As we head into the spring, we may notice a decrease in studentengagement. For some students, there have been midterm exams, extended school breaks, or we find ourselves in the middle of standardized testing season. Students should also be part of the process of deciding on different tools to try.
Using her ideas as well as some found on the New York Times article, Lesson of the Day: ‘With Nowhere to Go, Teens Flock to Among Us’ , I created a language arts Among Us type of game. Here is the slide deck I used with my upper elementary gifted students: Here is the link to the presentation – [link] if you want to use it.
Consider how the method or tool will enhance learning or provide more benefits for students beyond being a way to practice the content or take an assessment. 5 Ways edtech helps students demonstrate learning. Here are five ways for students to demonstrate learning. Game-based assessments.
Today James Sturtevant @jamessturtevant helps us hack our classroom presentations. So, whether they are flipped or in person, you can have more engagement with these tools and ideas. We’re also giving away a copy of his book to a lucky winner, Hacking Engagement Again. Hacking Engagement Again Book Giveaway Contest. *.
There are a number of ways to make math more collaborative and fun, including shifting the emphasis from procedures to discourse, embracing game-basedlearning, and using data to continually adapt tools to students’ needs. Engagingstudents in discourse through an inquiry-based approach is a process.
And, while Triple-A titles entered 3D worlds, education video games remained largely 2D and limited in imagination by pedagogical philosophies and the practical constraints of the school day. From the 1990s to present day, teachers have had precious little wiggle room to stray from the over-packed curriculum, let alone liberty to play a game.
History in Baltimore City Public Schools, I was always looking for new ways to engage my students. When Vadim Polikov—my childhood friend and a successful entrepreneur—approached me with a game-basedlearning business idea in the summer of 2015, I jumped at the idea. . StudentEngagement.
So, in order to prepare for the inevitable blended learning for this fall, the first professional development goal for all of us should be to make sure we have mastered blended learning. Game-BasedLearningGame-BasedLearning (GBL) isn’t only about having an activity based on points.
We should always ask ourselves, “What is the impact on learning?” We know that covering the content is important, but finding ways to boost studentengagement and foster the development of essential social and emotional learning (SEL) skills are also important right from the start of the year. Build Community.
Gamification plays a key role in modern education and offers many benefits besides just making the learning process fun. About Gamification Gamification is the process of making various activities more entertaining by making them into games. to encourage exploration and curiosity and keep studentsengaged.
The change already delivers extraordinary results and 96% of teachers claim that EdTech increases studentengagement in learning. Game-basedlearning. The best way to acquire and retain knowledge is by learning through games. 5 New EdTech tools to watch.
-Greg Toppo, K-12 Education Reporter, USA Today, and author of “The Game Believes in You: How Digital Play Can Make Our Kids Smarter”. StudentEngagement: The Difference a Game Makes. If school were a game, would students want to play it? Watch the full presentation: Length: 39:29.
Games can be particularly effective for engaging learners, promoting active participation and motivating students, both in and outside of the classroom. But for SplashLearn CEO Arpit Jain, it is important to make a distinction between gamification and game-basedlearning (GBL).
Game-basedlearning platforms , such as Kahoot and Mentimeter, transform education into an interactive and gamified adventure, offering engaging quizzes and real-time feedback that cater to diverse learning styles. Explore ViewSonic’s Android EDLA-certified solutions here.
Using them will enable you to easily incorporate the ethos of gamified education allowing you to create gamefullearning experiences in class. Kahoot Kahoot is a game-basedlearning website that allows teachers and students to create, explore, and play a wide variety of educational games.
Competing [in a game] doesn’t work as motivation for every student. Shoelace doesn’t want to “trick” kids into learning, an act Dexter likens to feeding them chocolate-covered broccoli. But it also can’t offer boring bits of information interspersed with fun games. No one wants to be at the bottom of a leaderboard.
Gimkit: Gimkit is a game-basedlearning platform where teachers can create learninggames or quizzes that students play in real-time. Designed to increase studentengagement, Gimkit integrates features like power-ups and in-game currency that can be used to enhance the learning experience or review material.
Students login – no email required. The website is easy to navigate and the variety of material keeps studentsengaged for hours (really — I’m serious). These are game-basedlearning where students strive to type fast so they can beat an opponent. Teachers create a class account.
We hear a lot of talk now in Ed Tech circles about how we can get these studentsengaged and speak a language that they’re speaking. We bring these students into a virtual world. Mary is also a specialist in engagement, and uses digital tools to engagestudents and ignite their learning. Blog: [link].
“Or video games,” one student suggested. Oral presentations became screen-casted videos of student-created builds. Projects on natural environments were illustrated by the biomes in the game. We even had a recreation of a Sherlock Holmes tale made in the game!
When we present math concepts visually, students can grasp foundational math concepts more effectively. This not only simplifies the learning process but also removes language barriers, making math accessible to all learners. Traditional methods that rely heavily on language and symbols can exacerbate math anxiety.
This type of interaction helps students develop social skills and improves self-confidence while also giving them a chance to practice creativity without pressure. Meditation can be a great way to relax, reduce stress and focus on the present moment. Then, students can dress accordingly, and say a few words about the topic.
Key points: Harnessing the power of video games can foster a deeper, more meaningful educational experience 3 ways educators leverage gamification strategies The future of gamification For more news on gaming principles, visit eCN’s Teaching & Learning page Studentengagement is vital for any educator throughout the length of a course.
Since ST Math enables multiple strategies for solving its puzzles, this affords teachers the opportunity to present and discuss multiple strategies used by students, as shown above. Boosting Game-BasedLearning. Student home screen in the new ST Math. The new ST Math takes this experience even deeper.
Interactive simulations and virtual field trips bring students face-to-face with historical landmarks, famous works of art, and locations that are not accessible to the general public. These K-12 technology trends help enhance students’ engagement and conceptual understanding.
Also, the "Go Interactive" features allows teachers to collaborate w/ students in real-time and gauge student understanding to differentiate instruction. Arcademics - One of my favorite sites for gamebasedlearning (K-8th grade) in a wide range of subjects.
Saturday, June 7th at 12pm CR20 LIVE Weekly Show with Toni Plourde: Earning Your Learning , Using the iOS 7 for iPad(iPod,iPhone), we will explore ways to maximize the way students can engage and enhance their own learning. Your participation as a presenter will steer the global conversation about the future of libraries.
Volunteering to help moderate sessions is a great way to get to know the presenters and to get better connected with our online learning communities. We''re welcoming all prospective students, instructors, mentors, guest speakers and potential employers to join us for a gSchool SF Open House! Please sign up to volunteer here.
We recorded micro-teaches - usually a 10 minute lesson - and then played back the footage to the students so they could see and hear themselves and learn from the experience. Gamebasedlearning is another area of development that has already impacted positively on education. Parlour, A. Steckner, S.
Also, the "Go Interactive" features allows teachers to collaborate w/ students in real-time and gauge student understanding to differentiate instruction. Once a book/story is completed a trade paperback copy can be ordered turning students into published writers.
A teacher’s efficacy belief is a judgment of his or her capabilities to bring about desired outcomes of studentengagement and learning.4 A teacher’s efficacy belief is a judgment of his or her capabilities to bring about desired outcomes of studentengagement and learning.4 & DeAngelis Peace, S.
Dennis Large, the director of educational technology for the Riverside County Office of Education, one among the first county offices in California to facilitate an esports league, knows first-hand the power of gaming in schools. The county jumped on the esports train to heighten studentengagement. About the Presenters.
Also, the "Go Interactive" features allows teachers to collaborate w/ students in real-time and gauge student understanding to differentiate instruction. Once a book/story is completed a trade paperback copy can be ordered turning students into published writers.
million, on the heels of their official market launch and initial game release due June 1st, 2016, raising the total investment to nearly $2 million. Triseum has grown to over thirty staff, incorporating former Texas A&M University students, professors and leading experts in game development from around the country.
You’ll learn from other school leaders who have successfully built a network of contacts and resources, and develop strategies to help you do the same in your community. In addition, you’ll learn how to create a well-balanced presentation of your schools’ current needs to energize community members to get involved. Learn More.
Their teacher, Kate Selkirk, was using this game as a starting point for an eight-week unit on math concepts — data analysis and graphing, proportions, probability and slope. A lesson about power and privilege, for example, might begin with a card game in which some players are deliberately and arbitrarily more disadvantaged than others.
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