There is a new platform for immersive learning games that’s taking classrooms across the world by storm. Based on the same principles as interactive Escape The Room digital games — which challenge players to use their surroundings to escape a prison-like scenario — Breakout EDU is a collaborative learning experience that enhances critical thinking and creativity while fostering a growth mindset in students.
There are two types of games available for teachers to run in their classrooms: the physical games (which are the main games) use the Breakout EDU box (or any box with a hasp that can be locked) with a set of locks, and the digital games which only need internet-connected devices.
Gameplay revolves around a Breakout EDU box that has been locked with multiple and different locks including directional locks, word locks, and number locks. After listening to a game scenario read by the teacher, students must work together to find and use clues to solve puzzles that reveal the various lock combinations before time expires (usually 45 minutes). Teachers can either purchase the Breakout EDU kit, which includes a plastic or wooden box and a set of locks, or the individual pieces of the kit can be ordered from Amazon directly. Either way, it takes about $100 to get started with the physical games; the digital games are free.
I have been making printed versions of books made with Book Creator on an iPad for many years. The app produces a really decent file for hard copy printing.
First thing to realise is that your video and sound files won’t work on paper. I know that sounds silly but people sometimes get upset when they first realise this. What you do get is a paper book which looks like it was purchased from a bookstore – it looks so professional.
Students learn best with a curriculum that reaches across many disciplines, including the sciences and the humanities, writes Kenneth Wesson.
ST2REAM? I'm fascinated by this new (to me) take on the conversation that has resulted from the adoption of the phrase "STEM education."
I enthusiastically, leapt at the improvement made by the proponents of replacing STEM with STEAM in order to include the ARTS. Well sort of leapt. I did think that the acronym recalling not future technologies but past technology of steam was "unfortunate" in it's pointing more to the past than the future.
I did not leap however, because STEAM is a point for our side so much as because it makes an important point about what it really takes to produce well-educated graduates. My point having always been that Information without wisdom isn't enough.
So, when I saw the title of this article leapfrogging past STEM to ST2REAM I was intrigued; thinking perhaps that a further refinement in the concept of what a well-designed 21st century education program ought to look like might be in the works.
I must admit that (spoiler alert) ALTHOUGH I CAME TO APPRECIATE THE BASIC POSITION OF THE AUTHOR BY THE END OF THE ARTICLE, I was a bit put off by how the argument was made. Giving credit to science, technology, engineering, and mathematics with a series of cherry-picked opinions seemed almost proof that the author had not spent enough time studying history and the arts. My initial thoughts were that if he had, he might not have suggested that "Columbus' historic trans-Atlantic journey in 1492" was proof enough that science has "done good" and therefore would benefit other curricular area studies.
His point being that science should be mentioned in social studies classes. I agree. As I also agree that social studies ought to be mentioned in science classes.
Because history tells us that Columbus....
- may have received undue "credit" for being the first to discover the real world. A controversy that continues to rage today among those recognizing the damage done to native peoples and cultures by his arrival and among those who still think that Amerigo Vespucci or the Nordic peoples or even the Chinese had been there prior to Columbus and that in any case, they all "discovered" that the new world had already apparently been discovered by perhaps millions of people already living there.
- may not have had the purest of motives for his "grand discovery" having made clear indications that the native populations.
"From his very first contact with native people, Columbus had their domination in mind. For example, on October 14, 1492, Columbus wrote in his journal, 'with fifty men they can all be subjugated and made to do what is required of them.' These were not mere words: after his second voyage, Columbus sent back a consignment of natives to be sold as slaves." (see: http://www.understandingprejudice.org/nativeiq/columbus.htm)
But, he apparently did have pretty good technology.
Though the author draws excellent conclusions about the advantages of cross curricular studies, and I might also suggest cross-cultural studies, his initial references to the benefits of STEM education using Columbus is as much an example of the shortcomings of his own apparently STEM-heavy education. A point he might well have intended making. However, he does not close his example of the benefits of STEM-alone education by pointing out the very kind of "additional understanding" that would be an immediate benefit of his ST2REAM proposal.
I do appreciate the author's recognition that science integration into other curricular areas would enhance the "truths" of those other content areas. But, if I'm not mistaken, I don't think I saw a single mention of the value to science education that might result from the bringing the truths of history and other curricular areas to the study of science.
Technical issues with devices can be a headache, so setting some ground rules for device management helps mitigate some hiccups. Mills recommends making it clear that it is students’ responsibility to bring their device to school charged and ready to go. Designating a spot on student desks or tables where devices go when they aren’t being used for a specific assignment is also a great way to deter students from succumbing to distraction.
As I've mentioned in the past, Tom Richey produces great instructional videos for students taking AP US History, World History, and Government courses. Recently, I learned that he's also publishing many of the PowerPoint presentations that appear in his videos. From his PowerPoint page you can download any of Tom's dozens of presentations on US History, European History, or World History. Tom also offers a couple of presentations on US Government.
The eportfolio field – the field of evidence-based learning or of “folio-thinking,” a Stanford University phrase – is at the point of needing to begin developing consensus on eportfolio evidence – a taxonomy, a theory, guidelines, and other initiatives. What does a person need as eportfolio evidence in different fields [of] study, at different points in a learner’s development, and for different purposes? "
"Below is an updated list of some powerful iPad apps for creating books that you can use with your students. I have only selected ten of what I think are the best and ideal apps for using with different age groups from kids up to adults. I invite you to check them out and share with your colleagues."
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