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I am proud to announce Worlds of Learning @ New Milford High School , a digital badge professionallearning platform. The idea behind this platform is to provide professionallearning with a pinch of gamification. ?For putting their learnings into practice in the classroom.
While it won't replace the irreplaceable human touch in the classroom, AI can significantly enhance teaching and learning by offering personalization, efficiency, and insightful data analysis. Personalized Learning Pathways Imagine a classroom where each student receives instruction tailored to their specific needs.
Gamification. Thanks to gamification, educators can turn learning into a more engaging and fun process. Adding gaming elements or turning the lesson into a video game helps to create a positive learning environment. Herewith, programming is one of the demonstrative fields where gamification is extremely effective.
Leadership tip : Give educators professionallearning time to identify community-specific themes or events and incorporate them into curriculum and the school environment. Integrate multiple learning modalities Effective classroom technology helps educators create personalized learning experiences that support a variety of students.
Watch the Recording Listen to the Podcast Gamification is the integration of game-based mechanics and design elements into a non-gaming environment to motivate and engage people. ” The Science of Gamification and Learning At its core, gamification is about using game design principles to motivate people to take action. .
After moving into the private sector, Penny Reinart led research, design, and development of digital products and professionallearning focused on student achievement, educator impact, and organizational growth. In addition to their formal education, Robert has pursued further professional development by obtaining certifications.
Now that online games have become so popular among K-12 students, school and district administrators can use gamification techniques to create a positive school climate and encourage positive behavior by individual students who have differing needs. Systematic Gamification. Join the Community.
The post 15 Ways to Use Google Classroom in ProfessionalLearning – SULS034 appeared first on Shake Up Learning. But did you know, Google Classroom is also a great learning tool for adults, too? Today, I am going to share with you 15 Ways to Use Google Classroom in ProfessionalLearning. ” 11.
Teacher Collaboration Building and being part of a ProfessionalLearning Community (PLC) is an important strategy for leveling up your teaching. Learn about GBL and bring it to your blended classroom. See the course 10. You can create a community of learners in your school, your department, and through social media.
The second one is what we called, “Innovate Salisbury ProfessionalLearning.” We created opportunities for teachers to use mentor texts — so anything related to Genius Hour, MakerSpace, gamification — a lot of most recently published texts through practitioners and facilitators in the education world right now.
The collective intelligence can often speed up the learning process. Think about Twitter PLNs (ProfessionalLearning Networks) or educational forums like this Educators Technology for tech-related stuff. Mayer in his work on multimedia learning.
Defining a digital learning platform To be categorized as a digital learning platform on the rating website G2, a software product must be designed for use in K–12 and feature elements such as multimedia or gamification. Peer support can also help educators as they apply newly acquired skills and aptitudes in the classroom.
In this edWebinar, the Georgia Department of Education (GaDOE) Social Studies team, made up of regional and district leaders, describe how their virtual learning communities on edWeb.net helped them support educators, and their students and parents, during a time of crisis.
In this edWebinar, the Georgia Department of Education (GaDOE) Social Studies team, made up of regional and district leaders, describe how their virtual learning communities on edWeb.net helped them support educators, and their students and parents, during a time of crisis.
CLMS took that idea and ran with it, substituting ‘teacher genius hour’ for some of its traditional professional development. All of these filter back into educators’ classrooms and improve student learning experiences.
They built an online professionallearning program that uses the edWeb.net platform in combination with webinars and 14 virtual specialists in social studies at all grade levels. Our goal was to find a way to provide professionallearning for content and instructional support throughout the state of Georgia.
Learn More Learn More --> Can Gamification Turn the Tide Against Declining Enrollment? As traditional enrollment declines and online options grow, colleges and universities are hoping gamification will help boost student participation and engagement in classroom and campus activities.
The gamification of learning engages students in exciting ways, while the accompanying educator resources and activities make it easy for teachers to connect the classroom to the wider world.”.
.” Finalists for the Supes’ Choice Awards are chosen based on a demonstrated commitment to student outcomes, innovation and ingenuity, client support, interactivity, and engagement.
In my own work with educators around the globe, I’ve watched the emergence of 21st century trends such as makerspaces, flipped learning, genius hour, gamification, and more. For more strategies about harnessing technology for deeper learning, listen to the EdSurge podcast featuring edtech expert and author Scott McLeod.
Cate has a ton of professionallearning badges in her email signature! Badging has grown a lot in popularity for professionallearning, higher education, and career and technical education classes (CTE) at the high school level. Show off!). Cate Tolnai’s email signature badges.
Graham Glass, CEO & Founder, CYPHER Learning Finding new and innovative ways to support teachers will continue to be a priority for schools and districts this coming year and beyond. Diana Heldfond, CEO & Founder, Parallel Learning Are students learning? AI also supports the application of best instructional practice.
Educator innovators are lifelong learners, and that means we are always looking for inspiring new learning opportunities. This year’s conference theme is “Igniting Innovation,” and the strands are: Gamification, Stories for Learning, Passion-driven Learning, and STEAM (Science, Technology, Engineering, Arts and Math).
Seamless integrations with Google Classroom and Clever, as well as refinements and new features to many of HMH’s core, supplemental and intervention solutions and professionallearning services, provide powerful connected teaching and learning experiences that drive positive outcomes—all from one platform.
Instead of ”professional development,” we need authentic, personalized “professionallearning opportunities” that improve workflow and foster creativity. Here are few of the unique ways educators are given opportunities to expand their learning environment through creative measures.
Educator innovators are lifelong learners, and that means we are always looking for inspiring new learning opportunities. This year’s conference theme is “Igniting Innovation,” and the strands are: Gamification, Stories for Learning, Passion-driven Learning, and STEAM (Science, Technology, Engineering, Arts and Math).
Instead of ”professional development,” we need authentic, personalized “professionallearning opportunities” that improve workflow and foster creativity. Teachers need the opportunity to collaborate, they need to have a sense of ownership in their learning, and they need to feel valued.
For older pupils, encourage a discussion of what a professionallearning environment looks like online. One example of how AR and VR can be used is through increasing gamification. Ethical culture is defined as a set of expectations shared by people, and this should shape the environment that you want to create.
on behalf of CDWG Best Science Instructional Solution for Grades PK–8 BrainPOP Science, BrainPOP Best Science Instructional Solution for Grades 9–12 ExploreLearning Gizmos, ExploreLearning Best Science of Reading/Foundational Skills Solution Amira Learning, Houghton Mifflin Harcourt Best Social Sciences/Studies Instructional Solution U.S.
FRESHGRADE PROFESSIONALLEARNING CENTER ( www.freshgrade.com ) FreshGrade announced its ProfessionalLearning Center. The resources in the ProfessionalLearning Center can be accessed at any time on any device and feature a mass-enrollment option for easy implementation for principals and teachers.
on behalf of CDWG Best Science Instructional Solution for Grades PK–8 STEMscopes Science, Accelerate Learning Inc. on behalf of CDWG Best Science Instructional Solution for Grades PK–8 STEMscopes Science, Accelerate Learning Inc.
Elena Aguilar in "The Art of Coaching" One of my passions is blended learning. Over the past five years, I’ve immersed my earth science and physics students in self-paced, blended learning. It feels like I’m embarking on my own action research project—and it feels good to have goals.
Educators across the country use Edthena for video-powered professionallearning such as PLCs, online lesson study, and virtual walkthroughs. With Edthena, teachers upload videos of their classroom instruction, and colleagues provide timestamped feedback. The platform enables teachers and coaches to participate in collaborative cycles.
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. Within each section, they can choose what they want to learn AND how they want to learn it: through a self-paced course or video, or they can request a face-to-face training.
Currently, Patrick concentrates on designing instructional environments that blend simulation and gamification techniques to engage students in developing the skills and perspectives needed to participate in real-world activities. Prior to teaching, Patrick worked for various financial institutions as a fixed income trader.
DISCOVERY EDUCATION AND MCREL INTERNATIONAL SPOTLIGHT ON STRATEGIES ( www.discoveryeducation.com ) & ( www.mcrel.org ) Discovery Education announced it has aligned its popular Spotlight on Strategies content to McREL International’s six-phase model for learning. Set to be launched in the summer of 2018, Typing Agent 5.0
Graham Glass, CEO & Founder, CYPHER Learning Finding new and innovative ways to support teachers will continue to be a priority for schools and districts this coming year and beyond. Diana Heldfond, CEO & Founder, Parallel Learning Are students learning? AI also supports the application of best instructional practice.
Close to 40 presentations in four different strands: Stories for Learning, Games and Gamification, Passion-Driven Learning and STEAM. Training in the supporting skills and techniques is rare in teacher education and in the preparation of faculty, museum, and library professionals.
Users can also use the NEO advanced features such as automation, gamification, learning paths, and competency-based learning directly from the Windows App. HOONUIT’S NEW COURSES ( www.hoonuit.com ) Hoonuit announces the launch of accredited professionallearning courses.
Student Achievement Through Gamification and Game-Based Learning In this course, you will take an in-depth look at games, gaming culture, and game design to identify the characteristics of gameplay that make it such a powerful learning tool. Learn the techniques and develop plans to help your school improve.
And, most importantly, this kind of teacher leadership was made possible through hybrid roles, dedicated professionallearning time and attention to sustainable practices, rather than expecting teacher-leaders to balance this work on top of our already-full plates. Social and emotional learning.
You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning. In the November 2016 Executive Summary , the researchers shared: When thousands of students respond to dozens of tasks there are endless variations.
Some examples include augmented reality, virtual reality, open education resources (OER), adaptive tools, coding, drones/robotics, and gamification. With all the excitement and possibilities it is important to remember that pedagogy trumps technology if the goal is meaningful student learning.
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