Linking Literacy & Learning: Research, Reflection, and Practice
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Linking Literacy & Learning: Research, Reflection, and Practice
An exploration of the connections between research, learning theory, practice and the various constructs of literacy.
Curated by Dean J. Fusto
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Rescooped by Dean J. Fusto from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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24 Video Games You Can Say Yes to After School

24 Video Games You Can Say Yes to After School | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
Advice from Common Sense Media editors. Kids can learn all kinds of things, from social studies to social skills, with these great apps and games.

Via Tom D'Amico (@TDOttawa)
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Rescooped by Dean J. Fusto from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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Boost Your Learning with Gamification

Boost Your Learning with Gamification | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
This blog shares about designing learning games which can create the desired impact on a wide variety of target audiences.Read more ›

Via Tom D'Amico (@TDOttawa)
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Rescooped by Dean J. Fusto from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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Gamification: Your Learners Deserve To Be Delighted And Excited - eLearning Industry

Gamification: Your Learners Deserve To Be Delighted And Excited - eLearning Industry | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
Gamification is an incredible way to engage learners in their training. Learn about the difference between structural and content gamification here...

Via Tom D'Amico (@TDOttawa)
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Jo Blannin - The Know Tech Teacher's curator insight, August 19, 2014 1:22 AM

New to making and playing online games in your classroom? This article walks you through what it's all about - from an adult education perspective. 

 

Once you've read this, maybe go download Minecraft on your iPad and have a play... it's not hard to spot the links to education with this creation game.

Betty Skeet's curator insight, August 19, 2014 9:18 AM

More for your resources!

Rescooped by Dean J. Fusto from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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Gamification - "Gaming Grows Gray Matter"

Gamification  - "Gaming Grows Gray Matter" | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
EmergingEdTech - Jessica Oaks “I could not believe how tenacious students were. They would try and try again …” There’s still some debate about the effectiveness of game-based learning but there is now plenty of proof demonstrating the power of play.

Via Tom D'Amico (@TDOttawa)
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Using Gaming Principles to Engage Students

Using Gaming Principles to Engage Students | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
Improve your grasp of instructional design by looking at five game design dynamics and applying them to how you build curriculum and run your class.

Via Tom D'Amico (@TDOttawa) , Bonnie Bracey Sutton
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Marc Quentel's curator insight, October 15, 2014 2:38 PM

5 grands principes pour  utiliser la dynamique du jeu dans le domaine éducatif.

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How Games Prepare You for Life - Education: 21st Century Skills

Games give players agency and teach the core 21st century skills of critical thinking, communication, collaboration, and creativity better than any tradition...

Via Beth Dichter, Aki Puustinen
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Beth Dichter's curator insight, May 18, 2014 3:24 AM

Students love to play games, and games have the potential of teaching 21st century skills. This video discusses why games work and provides a look at a number of games and skills that they teach students. Key to this is the need for the teacher to help the students transfer the knowledge they are learning in the games to other areas. The video is short (under 5 minutes) and may provide you with some new information.