Microsoft Research today launched Code Hunt, a browser-based game for anyone interested in learning how to code by playing. The premise is straightforward:
Learning to code can be made more effective and sustainable if it is perceived as fun by the learner. Code Hunt uses puzzles that players have to explore by means of clues presented as test cases. Players iteratively modify their code to match the functional behaviour of secret solutions.
We invite you to read our latest SVC2UK White Paper, “The Future of E-ducation“, written in collaboration with Gold Mercury International, the Corporate Vision® Strategy Think Tank. The Paper draws on many of the case studies from SVC2UK 2013 and explores what the future is likely to look like for teachers and students.
Some cognition experts have praised the effects of tech on the brain, lauding its ability to organize our lives and free our minds for deeper thinking. Others fear tech has crippled our attention spans and made us uncreative and impatient when it comes to anything analog.
Entering a classroom, we think first about its walls. We think about where the desks sit. Where we will stand. Whether there are windows, where the doors are, how the chalkboard, whiteboard, or overhead projector are arranged. And then we make decisions about teaching based on these environmental considerations. Should we rearrange the chairs? Should we stand behind the podium, or should we sit on the desk? Making decisions about how teaching will occur—what it will look like, how it will be performed—is as much a response to the environment in which we teach as it is to the lesson we have planned.
As I’ve said before:
Pedagogy is essentially a critical thinking exercise directed at learning and teaching. Pedagogy asks us to never teach by rote: never assume the use of a podium, or an overhead projector, or desks situated in rows, or a chalkboard, or walls.
11 Tips For Students To Manage Their Digital Footprints by Justin Boyle If you’ve scratched your head over suggestions to manage your “digital footprint,” you aren’t the only one. A surprisingly large percentage of people...
The design of the school was based on what actually happens when we learn, a difference from traditionally built school buildings. It stimulated the children’s curiosity and creativity; it offered reflection and cooperation in the school, in mobile teams and on the web. The students were equipped with the latest digital technology in a rapidly changing world.
Lisa has been using games with her “Denton Dynamos” throughout her career as an elementary school teacher, but, in her opinion, switching over to digital games has accelerated her student’s STEM-related learning and helped her run a classroom based on self-directed learning and project-based work.