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20 Ways To Use PowerPoint With Bloom's Taxonomy

20 Ways To Use PowerPoint With Bloom's Taxonomy | cfdezmunin | Scoop.it
I would wager a guess that the majority of teachers uses PowerPoint as a way to present information and lecture in class. In fact, PowerPoint has been under a lot of flack lately for being tired, d...

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Sue Blough's comment, June 21, 2013 4:23 PM
This article is relevant to idea of engaging students in multiple ways and multiple intelligences. Good food for thought.
Alfredo Corell's curator insight, June 23, 2013 7:47 AM

New ways we might use PowerPoint in our classroom.

 

Willem Kuypers's curator insight, November 2, 7:26 AM
Pas mal comme utilisation de Powerpoint.
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The Periodic Table of STEAM iPad Apps - @EdTech4Teachers

The Periodic Table of STEAM iPad Apps - @EdTech4Teachers | cfdezmunin | Scoop.it
I recently published a post showcasing a collection of some pretty amazing apps for enhancing teaching and learning displayed in a periodic table-style infographic. Check it out here.

Due to its popularity, I’m revisiting this topic, except the focus has shifted this time around to apps that address STEAM—the addition of art/design into the interdisciplinary approach of science, technology, engineering and math (STEM). These resources are categorized in areas such as computing, making, photography, virtual reality, augmented reality and more!

Via John Evans
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Using QR Codes to Build a Classroom Audio Library

Using QR Codes to Build a Classroom Audio Library | cfdezmunin | Scoop.it
QR codes can be used to turn the books in your class library into audiobooks, which can help guide your students to their personal literacy goals.

Via Nik Peachey
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Nik Peachey's curator insight, September 30, 12:01 PM

A nice way to use QR codes.

Nevermore Sithole's curator insight, October 4, 2:52 AM
Using QR Codes to Build a Classroom Audio Library
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Try Out Google Expeditions… WOW! by  NEIL JARRETT

Try Out Google Expeditions… WOW! by  NEIL JARRETT | cfdezmunin | Scoop.it
BY NEIL JARRETT

Via Tom D'Amico (@TDOttawa)
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5 apps to jump-start augmented reality in the classroom

5 apps to jump-start augmented reality in the classroom | cfdezmunin | Scoop.it
Augmented reality has moved from a cool technology to a teaching tool for K-12 classrooms and higher education.

Via Bonnie Bracey Sutton, Agora Abierta
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How teachers can use Twitter in education? | Get Apps, Get Inspired ... | #SocialMedia #LEARNing2LEARN 

How teachers can use Twitter in education? | Get Apps, Get Inspired ... | #SocialMedia #LEARNing2LEARN  | cfdezmunin | Scoop.it

How teachers can use Twitter in education?

Twitter is thought to be a social networking platform where individuals share their thought and connect with the entire world including the aspiring things they aim for. You can be quite surprised after coming to know that Twitter has marvellous opportunities to co- function with teachers making a paradigm in the education sector and beyond.

 

Learn more / En savoir plus / Mehr erfahren:

 

https://gustmees.wordpress.com/2012/06/27/how-to-use-twitter-with-success-for-education-and-more/

 

https://gustmees.wordpress.com/2013/02/20/what-you-should-know-about-twitter-chats/

 

https://gustmees.wordpress.com/2016/06/01/update-twitter-chats-what-to-do-better/

 


Via Gust MEES
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Gust MEES's curator insight, September 6, 4:02 PM

How teachers can use Twitter in education?

Twitter is thought to be a social networking platform where individuals share their thought and connect with the entire world including the aspiring things they aim for. You can be quite surprised after coming to know that Twitter has marvellous opportunities to co- function with teachers making a paradigm in the education sector and beyond.

 

Learn more / En savoir plus / Mehr erfahren:

 

https://gustmees.wordpress.com/2012/06/27/how-to-use-twitter-with-success-for-education-and-more/

 

https://gustmees.wordpress.com/2013/02/20/what-you-should-know-about-twitter-chats/

 

https://gustmees.wordpress.com/2016/06/01/update-twitter-chats-what-to-do-better/

 

Manuela Mejia's curator insight, September 21, 11:11 PM
Some people think that social networks are not suitable for academic purposes; however, what this article suggests is that teachers can encourage students to use Twitter as a learning platform in which learners and teachers share information about topics related with the academic field. As a teacher in development, I think that we can use almost all the tools that technology gave us, but it is very important that first we teach students how to use them. It is also important that teachers use personal and professional account since you do not want that students know things about your personal life, or maybe you do not want that you family and friends follow things related with their job. 

I consider that teachers can create an special section in which students talk about the Tweets that are interesting for them, or maybe make an activity like a reading circle, a debate or a speech in which the students get extra points because it helps that students focus on reading the suggested material and not only looking for the profile accounts of their friends.
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15 páginas para descargar música libre de derechos de autor

15 páginas para descargar música libre de derechos de autor | cfdezmunin | Scoop.it
Te presento un listado de páginas web donde podrás encontrar música libre de derechos de autor. Sin problemas puedes poner melodía a tus obras audiovisuales

Via Gumersindo Fernández
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RIOT: excelente software gratuito para optimizar imágenes

RIOT: excelente software gratuito para optimizar imágenes | cfdezmunin | Scoop.it
“RIOT es un fantástico software gratuito para Windows, sin duda una de las mejores herramientas que podemos encontrar para optimizar imágenes.”
Via Ramon Aragon
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RIED: Recursos digitales autónomos mediante realidad aumentada

RIED: Recursos digitales autónomos mediante realidad aumentada | cfdezmunin | Scoop.it

Via L. García Aretio
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Rosanna Costaguta's curator insight, November 10, 7:23 AM

Aún existen en la actualidad limitaciones a la hora de enseñar conceptos que requieren la manipulación o visualización de objetos que no están al alcance de todos, bien por su naturaleza abstracta, científica o espacial. La realidad aumentada y los dispositivos móviles son herramientas disponibles hoy en día que permiten solventar estas carencias y ofrecen la posibilidad de interactuar con objetos virtuales en un espacio tridimensional.

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10 Interesting Ways to Integrate QR Codes in Your Teaching (Infographic) ~ Educational Technology and Mobile Learning

10 Interesting Ways to Integrate QR Codes in Your Teaching (Infographic) ~ Educational Technology and Mobile Learning | cfdezmunin | Scoop.it

Via Yuly Asencion
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Heidi Hutchison's curator insight, September 3, 9:24 AM
Great ideas for a beginning-coding needs to become more of a main dish in our curricula!
Maggie McGuirk Veres's curator insight, September 8, 3:35 PM
Good ideas.
Jeff Rhodus's curator insight, October 27, 8:57 AM
Great uses of QR Codes in the classroom!
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¿Cómo aprenden los niños?

¿Cómo aprenden los niños? | cfdezmunin | Scoop.it

Via Ramon Aragon, Larrys Redlich Hvalibota, Skylly_W, Oskar Almazan, Manuel Jesús Fdez.
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Tabla de verbos taxonomia de bloom 

Tabla de verbos taxonomia de bloom  | cfdezmunin | Scoop.it
A lo largo de décadas, docentes de todo el mundo han utilizado la Taxonomía de Bloom como herramienta para establecer objetivos de aprendizaje. A pesar de las ideas simplistas atribuidas a Bloom, así como la asociación equivocada que se le hizo a su taxonomía con el conductismo, esta sigue teniendo tanta validez hoy en día.

Via Gumersindo Fernández
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Qué hacer y qué no para Hablar en Público 

Qué hacer y qué no para Hablar en Público  | cfdezmunin | Scoop.it

Via Gumersindo Fernández
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4 herramientas de gamificación que enseñan más que muchos libros de texto - Educación 3.0

Te proponemos 4 herramientas de gamificación en educación diferentes y potentes para aprender matemáticas, idiomas, política y mucho más.

Via Marta Torán
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Marta Torán's curator insight, April 8, 2:53 PM
4 excelentes ejemplos de cómo la gamificación puede ser esencial en el proceso de aprendizaje.
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14 ways to create great classroom video with Screencastify

14 ways to create great classroom video with Screencastify | cfdezmunin | Scoop.it
Screencastify makes it easy to record video of your screen or with your webcam. Here are ideas for classroom implementation.

Via Nik Peachey
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Nik Peachey's curator insight, September 26, 1:16 AM

Some very useful ways to use screencapture to engage learners.

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The Top 10 Companies Working on Education in Virtual Reality and Augmented Reality - Touchstone Research

The Top 10 Companies Working on Education in Virtual Reality and Augmented Reality - Touchstone Research | cfdezmunin | Scoop.it

Realidad virtual y tecnologías de Realidad Aumentada están cambiando rápidamente el panorama de la educación con la ayuda de algunas empresas clave.


Via Nik Peachey
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Danielarv's curator insight, October 1, 3:12 PM
Virtual Reality and Augmented Reality are new technologies which engage students in a completely new way which is more fun and engaging for them, and it increases retention. This article show the 10 companies that are working on education in virtual reality and augmented reality. The first company is Immersive VR Education which created a Lecture VR is a VR app which simulates a lecture hall in virtual reality, while adding special effects that are accompanied by images, videos, and immersive experiences which enhance the lesson. The second company is Unimersiv which is a VR learning platform which releases educational content on a monthly basis.The next company is Alchemy VR which is creating immersive educational experiences on an impressive scale. These are the others companies Google, thinglink, gamar, Schell Games,EON Reality,Nearpod and WoofbertVR which are working on it. Virtual Reality and Augmented Reality are the next big step forward in education, and these technologies are good for educators and students alike. These technologies give us a window into the future of education, and it probably won’t be long until it is standard for classrooms to come equipped with some form of VR or AR technology.
Carlos Fosca's curator insight, October 1, 11:05 PM

La realidad virtual y la realidad aumentada serán las tecnologías que marcarán la diferencia en la oferta educativa de los próximos años. 

Ginger Jewell's curator insight, October 3, 8:40 AM
AR and VR have such potential.  I still want a Holodeck.

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Deep learning with Google tools: 20 ideas via @MattMiller

Deep learning with Google tools: 20 ideas via @MattMiller | cfdezmunin | Scoop.it
Packaging the abilities of several Google tools together can lead to deep learning around a single topic. Here are some ideas.

Via Tom D'Amico (@TDOttawa)
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Cómo hacer imágenes holográficas 3D usando una impresora convencional de tinta

Cómo hacer imágenes holográficas 3D usando una impresora convencional de tinta | cfdezmunin | Scoop.it
Las imágenes holográficas en papel consiguen crear la ilusión de profundidad o de que se está mirando una figura tridimensional contenid

Via Agora Abierta
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VR for Education: Don't Call it a Revolution - It's Education Coming Home

VR for Education: Don't Call it a Revolution - It's Education Coming Home | cfdezmunin | Scoop.it
VR is about to really shake things up in the education space. We'd rather not call it a revolution. Here's why we think this is education coming home.

Via Nik Peachey
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Nik Peachey's curator insight, September 7, 12:42 AM

A good short article.

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Qué es Storytelling

Qué es Storytelling | cfdezmunin | Scoop.it

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Realidad aumentada y otras TIC para potenciar capacidades

Realidad aumentada y otras TIC para potenciar capacidades | cfdezmunin | Scoop.it
“El ADC como motor y catalizador de la innovación de las prácticas educativas del centro.”
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evangelina chavez's curator insight, September 1, 8:49 AM

Realidad aumentada y otras herramientas TIC

Uno de los proyectos que más repercusión ha tenido durante el curso 2015/2016 ha sido la investigación de prótesis biónicas llevada a cabo por los alumnos de 4º curso. 

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44 QR Codes Resources For Teaching & Learning

44 QR Codes Resources For Teaching & Learning | cfdezmunin | Scoop.it
While the potential is great, in short a QR Code is a physical link that can be scanned by smartphones or tablets in mobile learning circumstances. The following list from listly user Marianna Talei offers a huge variety of QR resources, from QR code generators to attaching images and hosting QR code treasure hunts.

Via John Evans, Yuly Asencion
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Guía de formatos de contenido para códigos QR

Guía de formatos de contenido para códigos QR | cfdezmunin | Scoop.it

Esta guía explica cada uno de los doce tipos de QR dando su descripción, uso típico y un QR de ejemplo


Via Raúl Luna, Javier Sánchez Bolado
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¡Silencio, se rueda! Cine y Realidad Aumentada

¡Silencio, se rueda!  Cine y  Realidad Aumentada | cfdezmunin | Scoop.it
Estimados lectores, ¿Están preparados para llevar el cine al aula y que sus alumnos sean los protagonistas de las películas? ¿Están preparados para la
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The Ultimate Guide to Gamifying Your Classroom 

The Ultimate Guide to Gamifying Your Classroom  | cfdezmunin | Scoop.it
The effects of gamification include increased student engagement, and class wide enjoyment of academic lessons, even from reluctant learners.

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Ana Cristina Pratas's curator insight, August 26, 3:59 AM

Components of Gamifying the Classroom

 

There are several aspects of video-game design that can be incorporated into the gamified classroom. Here are several:

  1. Points: In video games, users gain points as the travel through their quests. The more time they invest in the game the more points they earn. They also earn points for completing certain tasks, playing for a certain time, and gathering certain items. In a gamified classroom, points can take the place of grades. As a student gathers experience and time with a certain concept, they earn points.
  2. Badges: Badges are public recognition of achievement, with each one designed with a specific achievement in mind. Other players can see which badges another person has been awarded. In the classroom, badges mark a student’s completion of a lesson or mastery of material. Badges can be explained beforehand, though some badges can be randomly awarded to keep interest levels high.
  3. Levels: As a game goes on, players progress through levels that get progressively more difficult. In the classroom, levels could be lessons, or even units of study.
  4. Appointments: Thanks to the Internet, people playing a video game in the US can sign in and team up with players all over the world. Video game players can set up certain times to meet up with their friends, or even strangers, to work together to defeat a villain or clear a level. In the classroom, appointments can be made with the teacher or other students and act as check-ins. Students can receive additional assignments or feedback to help them complete their work during their appointments.
  5. Bonuses: Most games have hidden, unexpected rewards. Bonuses help drive player loyalty and keep them playing day in and day out. People get obsessed with earning extra points, finding useful items, or skipping levels. In the classroom, bonuses can also be unexpected rewards. Students can earn bonuses such as a homework free night or a two-day extension on a project.
  6. Infinite play: In many video games, players keep playing until they finish a level. They might lose points, or access to valuable items if they are attacked, but they are still able to keep playing. In classrooms, infinite play is allowing students to keep working on a lesson or skill until they achieve mastery, even if the rest of the class has moved on.

 

 

(...)

 

How to Gamify Your Classroom

 

The process of actual video game development includes design, programming, graphic design, sound engineering, copy editing, project management, and testing. The process is so involved, it’s unlikely that a teacher would have the time or budget to create their very own digital learning quest. So instead, we’ve come up with some tips to easily add aspects of gamification to your classroom (or, as this NEA Today article calls it, making your classroom “game-inspired.”)

  1. Backwards planning: Any teacher familiar with Understanding By Design has already got a leg up in gamification. To start gamifying your classroom consider the end first. What is the goal? How will you get kids there? What evidence will you collect along the way? Classroom game design includes designing learning activities that lead to the desired outcome, measuring progress, and collecting evidence of learning.
  2. Use what’s available: Classcraft is a free, online educational role-playing game that teachers can personalize for their lessons. It includes progress monitoring and reporting for teachers, making the gamification process much more simple than going out on your own. Other online applications for education are applicable to gamified classrooms, like Duolingo, the language learning game, Goalbook, which helps students with IEPs track their progress toward goals, and Kahoot, a game-based questions and answer platform.
  3. Gamify one aspect: Rather than attempting to create an entire game with quests and hidden bonuses, start small. Gamify grading by turning assignments into experience points. Gamify homework by creating individual quests. Gamify personalized learning by allowing students to work on a skill until they’ve achieved mastery. Use badges to signify achievement. Allow students to create their own badges. Classbadges lets you download premade badges or design class-specific ones.
  4. Establish a marketplace: Allow students to buy, sell, swap, trade with each other and with you. Maybe students can swap a badge for an open-book test, or use points to purchase a homework-free night.
  5. Allow leveling up: If a student has mastered the material in a lesson, offer fun and engaging extension work.
  6. Just dive in: It can be difficult to know when your gamified classroom plan is ready for students, but the best advice is to just try it out. That’s how your students play video games – they power up the machine and just start playing, figuring out many important rules and lessons along the way.