"The use of game mechanics to increase learners’ motivation is not a new concept, but this year gamification is set to come of age, moving away from being viewed as a gimmick to becoming a real contender as one of the key techniques used to motivate and engage learners. We can all expect to see gamification become more practical, more integrated, more fun and more common so we want to share why it’s so exciting!"
"Smartphones, iPads, TVs, computers, videogames. Technology is omnipresent, especially for young students. They just can’t get enough; one 2013 study found that college students check their digital devices for non-class purposes 11 times per day on average, and 80 percent of them admitted that the technology was distracting them from class. This has some educators and scientists concerned: Are students distracted because their brains are hard-wired for it after a lifetime of screens? Is there a cultural or behavioral element to the fixation that has infiltrated the classroom?"
Posted on October 16, 2014 by Saga Briggs Imagine for a moment that all human beings had the same IQ, but that some of us knew how to tap into it better than others. How would we approach education differently?
Code Studio is a newly released platform geared towards helping students from kindergarten to high school learn the different coding concepts. Code Studio which is a product of the popular nonprofit group Code.org known for its relentless efforts to make coding part of the curricula.
"The rise of the Maker has been one of the most exciting educational trends of the past few years. A Maker is an individual who communicates, collaborates, tinkers, fixes, breaks, rebuilds, and constructs projects for the world around him or her. A Maker, re-cast into a classroom, has a name that we all love: a learner. A Maker, just like a true learner, values the process of making as much as the product. In the classroom, the act of Making is an avenue for a teacher to unlock the learning potential of her or his students in a way that represents many of the best practices of educational pedagogy. A Makerspace classroom has the potential to create life-long learners through exciting, real-world projects."
"Emerging technologies is, can be, should be a driving force of this evolution towards Education 3.0. Information access, communication methods, the ability for creative express is qualitatively different than any other time in history due to technological advances."
There is mounting evidence that complementing or replacing lectures with student-centric, technology-enabled active learning strategies and learning guidance—rather than memorization and repetition—improves learning, supports knowledge retention, and raises achievement. These new student-centered blended learning methods inspire engagement, and are a way to connect with every student right where they are while supporting progress toward grade level standards.
The results of the project have been published in a form of a magazine "Designing the future classroom" Nº2, available in five languages. The articles include stories from teachers and project partners, as well as a preview to the iTEC school pilot results and training activities, including the Future Classroom Scenarios course.
We know today’s students will have to create their jobs, not look for jobs. They will compete with others around the globe. They will have jobs replaced by outsourcing and technology if their skills are easily replicated or duplicated. To succeed, students will need creativity, communication, critical thinking, collaboration, and entrepreneurship.
They will need to be able to adapt to change, be resilient and able to work effectively in a variety of environments.
Written by Professors Linda Darling-Hammond and Shelley Goldman at the Stanford Graduate School of Education and doctoral student Molly B. Zielezinski, the report is based on a review of more than 70 recent research studies and provides concrete examples of classroom environments in which technology has made a positive difference in the learning outcomes of students at risk of failing courses and dropping out.
"This week I’ve been getting excited about using Kahoot in the classroom. Kahoot delivers online quizzes and surveys to your students.
It works very similar to the more well-known Socrative. The teacher displays the question and the answers on the beamer or tv in the front of the classroom. The students see the corresponding icon and color on their screen. They have 30 seconds to answer on their devices and get points for every question they answer right. The quicker they answer the more points they receive. After each question the top 5 students are shown on the board with their scores. This is where it gets exciting. The students love this immediate feedback and want to get to the top position. I have never seen students so focused on answering the questions correctly."
"The dictionary definition of blended learning (sometimes called hybrid learning) is so broad, it sometimes feels like nearly every modern classroom could fit under that umbrella. But the key to understanding blended learning is that it's not about the technology; it's about transforming instructional design to maximize teacher time, to better utilize digital resources, and to build a community of engaged learners of all stripes. To help you navigate the meaning and the potential of blended learning, I've gathered a playlist of videos and resources to explore on the topic."
"You know the content, you understand pedagogy, and you can navigate the minefield of diplomacy when dealing with parents, students, administrators, literacy coaches, and the local news station when they want to see the iPads glow on the students faces.
You know how to manage and coddle, inspire and organize, assess and deliver content.
But the technology is different. That part you do okay with, but, truth be told, the students are geniuses with technology. Born hackers. And of course they are, you tell yourself.
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