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!
Using games to teach, and adding gaming principles to the classroom, can make learning meaningful, engaging, and fun for even the most reluctant learners. I use games in my classroom in a few ways. I use them to actively teach content, to make lessons more engaging, and as project-based learning platforms for immersive learning. Some of the games are digital, and others are played as board games, or in a variety of other formats. My favorite lesson planning resources are provided by The Institute of Play and 3D Game Labs. The Institute of Play provides resources that teachers can use to plan and create games, and align them to curriculum and standards. They also provide game theory and design templates and information that make it easy to create a well-designed game that seamlessly fits curricular objectives. 3D Game Labs provides an affordable platform for gamifying the classroom. Teachers can take content and create quests, badges and an online platform for students to engage with the content in fun and exciting ways.
With more than 18 million downloads to date, Minecraft is the best-selling computer game of all time; the game’s free-form structure has made it popular with kids and adults alike. But little by little, teachers, parents, and students have discovered that the game can be used for educational purposes, too. Former teacher Joel Levin and his colleagues founded a startup called TeacherGaming that aims to bring Minecraft into classrooms everywhere, helping students and teachers of all disciplines use their creativity to design projects, free from the kinds of limitations they would face using traditional methods.
Σας αρέσουν τα παιχνίδια γνώσεων; Τότε πιθανότατα γνωρίζετε ήδη το Quizdom. Αν πάλι δεν έχετε ακούσει γι' αυτό, μάλλον ανήκετε στη... μειοψηφία, καθώς πρόκειται για την ταχύτερα αναπτυσσόμενη ελληνική εφαρμογή του τελευταίου 6μήνου!
Psychologists and neuroscientists are using new techniques to identify the source of language and reading problems such as dyslexia in the brain and create innovative new therapies to significantly improve children's language learning and reading.
Η Eλληνική Υπηρεσία Υποστήριξης της δράσης eTwinning σας προσκαλεί στην Τηλεκπαίδευση eTwinning με θέμα "Ημέρα Ασφαλούς Διαδικτύου 2015: esafety και eTwinning ενώνουν τις δυνάμεις τους!" η οποία θα πραγματοποιηθεί στις 10/2/2015 και ώρα 15:00 διάρκειας 1 ώρας με εισηγητή τον Άρη Λούβρη, μέλος ΕΥΥ, Υπεύθυνος site "Ασφάλεια στο Διαδίκτυο" ΠΣΔ, Εθνικός Συντονιστής eSafety πιστοποίησης για σχολεία.
“Action video games have a number of ingredients that are actually really powerful for brain plasticity, learning, attention, and vision,” says brain scientist Daphne Bavelier in her TED Talk on the subject.
Findings like Bavelier’s have been cropping up over the last few years, forcing us to reevaluate our firmly held beliefs. Many educators now use video games in formal learning settings, and others are teaming up with members of the gaming industry to design programs that target specific learning goals. The controversy is ebbing, and this year neuroscientists have discovered something that may end the discussion once and for all:
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