Today we released the first beta of Edorble, a 3D virtual world where teachers and students can come together to talk, browse the web, and explore. We couldn’t be more excited. Go ahead and claim a world at www.edorble.com
These are project options and ideas for students working in our "Maker Studio." In STEM class students alternate working in the Maker Studio and learning in our STEM "Learning Lab." Maker Studio projects are also available for students in our after-school Maker's Club.
"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."
I get caught up in things. Informercials. New gadgets. New shades of Sharpie. Every kid I’ve ever taught has said, “You say EVERYTHING is your “favorite thing.” It’s true. Life? It’s my favorite. I grew up, but my internal excitement level has stayed at a five year old’s level. So, I’ll just preface this post with that. I will also say that I’ve held off on writing this. Long enough to figure out if this whole “maker movement” was another “thing I love,” or more. It’s more. So much more.
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.
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