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.
Explore http://research.curtin.edu.au/commerc... Virtual Reality is widely seen as a star of current tech development, and with this innovation it is being brought into play in improving the lives of those who need society's help.
The Virtual Home Visit puts people like trainee health professionals into a virtual world that is as compelling as reality.. and yet can be controlled to make the most of these life-like learning experiences!
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.
Games are fun. We can use them to teach. It isn’t that hard. Game based learning excites learning in my classroom. It can ignite your classroom too. In this post, I’ll share what I’m doing in my classroom.
Gamification allows us to enhance our knowledge and enhance our basic soft skills like multi-tasking, collaborating, creative thinking and committing to a goal. In 2002, the word gamification was coined as a way to describe the incorporation of game-thinking and
Gamification is the use of game-mechanics and elements in non-game contexts. For the last six years, I’ve used gamification to turn my classroom into a video game to help motivate, engage, and empower my students. I’ve done hundreds of presentations on my unique style of gamification and have worked with dozens of teachers to turn their classroom into a video game. One of the things I’m always told is that an in-depth guide would be useful, so I wrote one!
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