Bad Apple and Use It? or Lose It? are designed to answer the question, "How good is the information?" Assessing the credibility of information can be an arduous task, especially for students who seldom see information in school that cannot be trusted.
The evaluation activities in this issue of the Resource Kit take a differe
David Plumel, professeur de technologie au collège « Les Allières » de Saint-Pierre-le-Moûtier (58), utilise Minecraft depuis deux ans en classe de 5ème et de 3ème ce qui lui permet de travailler autrement en classe et hors la classe et d’avoir des projets beaucoup plus aboutis. « Minecraft est un bac un sable dans lequel on […]
Via Xavier Van Dieren, michel verstrepen
Don’t let These Gamification Missteps Undermine Your Efforts to Make Your Course More Engaging We all were children. This means that we all played games in some way or another. Unlike with doing homework, eating broccoli or taking medicine, we
By Victoria Vypovska Staying productive in the classroom is a challenge for both teachers and students, and it can feel nearly impossible when you have a long list of house-keeping things to get done, in addition to learning.
There are over 100 million registered Minecraft players and it’s the third-best-selling video game in history, after Tetris and Wii Sports. The great news, just out this summer: Now it’s free, courtesy of Microsoft. Minecraft Education Edition is designed specifically for classroom use and gives teachers the tools they need to use Minecraft in their lessons.
MinecraftEdu: The Craft Of Digital Citizens by TeachThought Staff Originally released in 2011, Minecraft quickly found a place in classrooms around the world. It was dead simple to use–at its simplest you stack digital blocks, and its most complex you can recreate entire cities, create video games...
That’s the truth about gamification: it will not make your kids smarter or perform better on tests. Gamification is about increasing motivation and engagement. Once you have a kid’s attention, it is still up to the teacher to deliver a solid, meaningful lesson. Gamification is not a magic bullet, nor does every student need it, but the students who benefit the most from a gamified classroom just so happen to be the ones who most need motivation and engagement.
When your kid shows interest in a popular phenomenon, usually there’s not much to understand—you just help them turn on the videos, and put the toys on their birthday wish list. But it’s a little trickier when your kid comes home and insists that they need to play Minecraft. You have some learning to do.
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