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Veille autour de l'éducation, des TICE, des pédagogies actives, de l'ENT itslearning, mais pas que.
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Rescooped by Vincent Martinet from Sciences du numérique et e-education

Slides : "Gamification: Creating Engaged Learners by Karl Kapp"

Here are my slides for the LTEN Keynote (Life Sciences Trainers & Educators Network ) address.

Via uTOP Inria
uTOP Inria's curator insight, June 17, 2014 4:02 AM

(Karl Kapp, Slideshare, 12/06/2014)

Rescooped by Vincent Martinet from Tice... Enjeux , apprentissage et pédagogie

iPad Research in Schools - Use and Impact of the iPad

iPad Research in Schools - Use and Impact of the iPad | ENT | Scoop.it

An in-depth study that took place in Scotland, looking at "issues associated with the deployment of personal mobile devices as tools for teaching and learning."
Four themes were identified:

* How tablet devices impacted teaching and learning?

* Leadership and management issues

* Parental engagement

* Professional development and learning for teachers

The post lists six headlines from the study, including (quoting):

* The adoption of mobile technologies on a personal basis significantly increases access to technology for students, both inside and beyond school, with many attendant benefits for learning which include greater motivation, engagement, parental involvement, and understanding of complex ideas.

 * Teachers are equally engaged by the use of a device like the iPad which has a low learning curve enabling them to use it immediately as a teaching tool and a learning tool for themselves.

For more information click through to the article. To download the report you will need to go a link at the end of the articles "iPad Scotland Evaluation."

Via Beth Dichter, Pascal Nogaro
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Rescooped by Vincent Martinet from Eclectic Technology

Why games are good for learning?

Why games are good for learning? | ENT | Scoop.it

Via Beth Dichter
Francesco G. Lamacchia's curator insight, November 21, 2013 11:48 AM


Julio Cirnes's curator insight, November 25, 2013 3:46 PM

Please teacher, more games!

Ryan McDonough's curator insight, July 7, 2014 8:19 AM

Self explanatory visual on the benefits of gaming as a means of learning. Outlined are the rewards, mastery, engagement, intensity, exercise, readiness, and competitiveness. These types of graphics need to be displayed in the classroom. There's always parents who are unsure of how gaming qualifies as teaching. Can't they just sit their kid in front of an iPad all day at home? Well, in the appropriate setting, with the right direction and guidance, games are certainly good for learning. Some people just don't know that from experience yet.