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What we discovered was that there are a lot of parallels between face to face citizenship and digital citizenship, though the biggest differences are based upon the tools we use to communicate.
Read more, very interesting...:
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Της Λίζας Βάρβογλη, ψυχολόγου-ψυχοθεραπεύτριας-παιδοψυχολόγου, Ph.D.
Δεν υπάρχει μόνον ένα αλλά πολλά είδη νοημοσύνης. Και όπως δεν μπορούμε να βρούμε δύο ανθρώπους με πανομοιότυπα δακτυλικά αποτυπώματα, έτσι δεν μπορούμε να βρούμε και δύο ανθρώπους με τον ίδιο συνδυασμό απ αυτά τα είδη νοημοσύνης!
Interaction and opportunities to make choices are among the virtues of the new generation of educational games, experts say.
“Education is what people do to you and learning is what you do for yourself,” said Joi Ito in his TED2014 talk. “You’re not going to be on top of mountain all by yourself with a #2 pencil … What we need to learn is how to learn.” Indeed, traditional education may not be for …
How long can you reasonably expect your students to pay attention during your lessons? Some psychologists claim the typical student?s attention span is a
Brand storytelling is big - and getting bigger. As we're all geeky about the content, stories and ideas that brands publish we thought we'd take a look at the
Keep it short!
Great Infographic about the affects of Storytelling on the Brain .
Professor Howard Gardner explores the challenges facing today's young people as they navigate three vital areas of adolescent life - identity, intimacy and i...
Howard Gardner habla sobre la importancia de las competencias digitales en la enseñanza y educación.
Supporting children with difficulties in reading and writing
This course is for teachers to learn why some children have so much difficulty with reading and writing and to learn more about best practice in teaching literacy to all, in light of recent scientific discoveries.
What does being a ‘digitally competent’ teacher mean? Does it mean using laptops, smartphones, or tablets in your classroom? Does it mean finding new and interesting ways to use those devices along with apps and web tools? What level of expertise with technology constitutes ‘competent’? Or does the concept encompass more than that? Do things …
A few days back, we looked at five great ways to incorporate word cloud generators into your classroom. There are obviously many more uses out there for them – but that is a discussion for another post. We’ve mentioned most of these before – in a post from way back when – so I won’t …
Video games used to be more…well…special. Less widespread, less mundane. If you were a kid in the 70′s, chances are that maybe one or two of your friends had video game consoles in their homes. Ditto for at least the beginning of the 80s. When I was growing up, getting to play video games was …
The NMC Horizon report predicts the trends, challenges and tech developments to look for in one, five and ten years.
It's still early days in research around games and learning, but a few significant studies show important trends.
"In this six-part series, I will highlight apps useful for developing higher order thinking skills in grades K-5 classrooms. Each list will highlight a few apps that connect to the various stages on Bloom's continuum of learning. Given the size and current exponential growth of the app market, I will also assist educators in setting criteria necessary to identify apps that maintain the integrity of teaching for thinking."
Part Six: http://www.edutopia.org/blog/ipad-apps-elementary-blooms-taxomony-creating-diane-darrow
This looks like a great series - I reviewed a few of the posts and they are very well organized. Each one provides a summary review of a component of Bloom's Taxonomy and an explanation of connections with apps. Then there are specific examples of apps provided. A great resource for diversifying your instruction.
La revisión de este material facilitará la elaboración de la Secuencia Didáctica. No hay duda que la taxonomía de Bloom sigue vigente
(Refocuser) One of the most popular areas of research in psychology these days is neuroplasticity. Neuroplasticity refers to the brain’s ability to…
50 Questions To Help Students Think About What They Think
Interactive White Boards in Preschool and Primary Education
Technologies within the domain of interactive, remote and on line science which are extensively adopted in education’s everyday life are interactive whiteboards and related applications. Interactive whiteboards indicate positive effects on students’ learning and instructors' teaching, promoting whole class teaching. In this review-paper we cope with the studies that explore the integration of IWBs in preschool and primary education in the last decade (2004-2013). Research has shown that interactive whiteboards are able to keep students involved and foster their attention in every aspect of the curriculum, much easier than without it. This technology has proven its value added to students and teachers in different facets of teaching and learning, in literacy, in mathematics, in science, in physics, its impact on English Language Learners, on relations and learning, on the use of IWBs by kindergartners, professional development of teachers, pedagogical orchestration, classroom dialogue and pedagogic practice.
Differentiated instruction is a way of teaching that recognizes variations in learning styles among students. Because not every student learns the same way, the theory of differentiated instruction provides multiple avenues for...
By: Scott Davis Business Analyst, Pearson It is often quite difficult to relate inputs to outcomes in the world of education. Traditionally, much work has been done to develop and provide inputs into the process of education. These inputs, such as a textbook, an assessment, a learning technology or platform, a course, a qualification, a …
Gamification is a popular term at the moment and it can be seen in numerous and diverse applications. The simplest definition of gamification is that its approach is to add typical elements of game playing (point scoring, competition with others, rules of play) to other areas of activity. It can often be seen in online marketing techniques and approaches, as it encourages engagement with a particular product or service.
Gamification has marked benefits as it allows a business to meet its staff in a setting that they understand and with clear actionable objectives. In the field of elearning gamification becomes increasingly useful and it aids learning and information retention.
Ο παρών Οδηγός Σπουδών των Εκπαιδευτικών για την Παιδεία στα Μέσα και την Πληροφορία αποτελεί μια σημαντική πηγή για τα Κράτη Μέλη στη διαρκή προσπάθειά τους να επιτύχουν τους σκοπούς της Συνθήκης της Γκρούνβαλντ (Grünwald) (1982), της Διακήρυξης της Αλεξάνδρειας (2005) και της Ατζέντας του Παρισιού της UNESCO (2007) – όλες σχετιζόμενες άμεσα με την Παιδεία στα Μέσα και την Πληροφορία. Είναι πρωτοποριακός για δύο λόγους: Καταρχάς, είναι σχεδιασμένος με άξονα το μέλλον, βασισμένος στις τρέχουσες τάσεις γύρω από τη σύγκλιση του ραδιοφώνου, της τηλεόρασης, του διαδικτύου, των εφημερίδων, των βιβλίων, των ψηφιακών αρχείων και των βιβλιοθηκών σε μία μόνο πλατφόρμα – παρουσιάζοντας έτσι, για πρώτη φορά, την παιδεία στα μέσα και την πληροφορία με έναν ολιστικό τρόπο. Κατά δεύτερον, είναι ειδικά σχεδιασμένος έχοντας τους εκπαιδευτικούς κατά νου και την ενσωμάτωση στο επίσημο σύστημα επιμόρφωσης των εκπαιδευτικών, εγκαινιάζοντας έτσι, μια καταλυτική διαδικασία η οποία πρέπει να φτάσει και να προσθέσει νέες ικανότητες σε εκατομμύρια νέους ανθρώπους.
Let the child touch the TV remote and you know that's their first brush with technology. Children take to technology like fish take to water. Even as debates rage over how much technology we should let our children use, it comes down to one inescapable fact that the society of today and tomorrow is totally…
It has no teachers. No books. No MOOCs. No dorms, gyms, labs, or student centers. No tuition.And yet it plans to turn out highly qualified, motivated software engineers, each of whom has gone through an intensive two- to three-year program designed to teach them everything they need to know to become outstanding programmers.
Sounds good to me.
I´m curious, how this will develop within the next years...
Worth watching developments,though I can see this having instant appeal to some H.E. Managers and politicians
Devlin argues that video games are the perfect tool for teaching math: "The problems we need mathematics for today come in a messy, real-world context, and part of making progress is to figure out just what you need from that context."
A neat visualization of the verbs associated with Bloom's Taxonomy.
Gamification is the application of game principles to something that is not necessarily a game and this should not be confused with serious games. The goal of serious games is to train or teach somebody something.