“ Κάθε παιδί που γεννιέται μέσα στους επόμενους 12 μήνες, θα μαθαίνει κωδικοποίηση ως κύριο μάθημα μαζί με αριθμητική και ανάγνωση. Αυτή είναι η μία από τις πέντε τάσεις, που τείνουν να μεταμορφώσουν τις ζωές μας από το 2015 και έπειτα, όπως ανακοίνωσε η Sam”
Via Elena Elliniadou
Is Twitter an effective marketing tool for brands? What sorts of challenges are businesses facing on Twitter? According to a recent survey conducted by SMMU, 40 percent of brands consider Twitter to be an effective marketing tool. Brands face a number of challenges (like building an audience, developing strong content, etc.) using Twitter as a social media marketing tool, with measuring Return-on-Investment being the greatest challenge. In addition, most brands have not used Twitter's paid services. In fact, some brands were unaware that they were available. Among Twitter features being used on a regular basis, Vine remains underutilized, despite the rise in popularity of video marketing. Check out this infographic for all the findings from the survey....
Via Jeff Domansky, Jose H. Flores
Hilton Elementary in Newport News received 25 iPads two years ago through a city sponsored grant program. From the playroom to the classroom, digital devices and downloadable textbooks are revolutionizing the classroom experience.
Each year, IBM releases a list of five innovations that it believes have the potential to change the way people work, live, and interact during the next five years. This year, the IBM researchers working on the “5 in 5” listing focus on the notion that in the future, everything will learn. According to IBM: “Driven by a new era of cognitive systems where machines will learn, reason, and engage with us in a more natural and personalized way. These innovations are beginning to emerge enabled by cloud computing, big data analytics, and learning technologies all coming together.” The number 1 item for 2014: The Classroom Will Learn You.
Via Dennis T OConnor
"Gaming is an important component of the child's cognitive and emotional growth. In his wonderful book " What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition " http://amzn.to/1bOeA48 James Paul Gee argued for the importance of game play for the learners' developing personalty and the honing of their thinking capacities. Gee analyzed several of the popular video and online games like Sims City, and War of Warcraft, to mention but a few , and found out that the learning design informing these games are behind their sweeping popularity among gamers in all around the world. Gee further claimed that investing time in playing these games does impinge positively on the learning skills of kids. It, among many other things, help them develop strategic thinking, problem solving, active critical thinking, and meta-level thinking. Check out this post http://bit.ly/19nKi7H ; to learn more about the learning principles embedded in game play as conceptualized by Gee."
Via John Evans
Η Εκπαιδευτική Tηλεόραση εξελίσσεται και περνά στην ψηφιακή εποχή. Δημιουργεί την πλατφόρμα νεανικής δημιουργίας i-create με την υποστήριξη του Πανελλήνιου Σχολικού Δικτύου και συνδέεται με τα σημαντικότερα μέσα κοινωνικής δικτύωσης.
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