Geared around fostering participation through a feature called "Your Turn". This is where educators can pose a question, provide a prompt, or ask participants to complete more tasks. It can be adapted for younger grades but was used in this example for higher education. It is a social media site that teaches students how to be innovative and responsible with social media.
Once you find emails in your inbox from students excited about the upcoming week of school regarding the projects they'll be working on, you know you've successfully hooked them on learning. I tried to implement twitter in the classroom last year but I found it a little daunting to try. The way this school set up the project was getting staff on board by joining Twitter and activetly tweeting. Typing letters to the principal and sending through social media mediums like Twitter, is an effective way of spotlighting student work. The teacher even had kids doing extra work because they enjoyed creating for the classroom. They developed QR codes to link to specific classroom sites such as frequently used gaming applications and websites. Great idea! I now know it's possible for third graders to effectively use social media in the classroom!
If you're an educator, you probably know that reading isn't the most popular subject for your students. We need ways to motivate them and excite them about what they can uncover. Trailers in gaming are an essential part of how games market themselves to their customers. In this spin on that, students are creating trailers on books they read to get others to read their recommended books. They can use social media, technology apps to grab readers' attention.
Provides lots of lesson plans on implementing gaming into the classroom with a hint of how to also incorporate social media into the engagement and takeaway portions of the lessons. I enjoyed reading about how learners can how to use critical thinking skills to create their own digital worlds and simulate happenings. The cause and effect aspects of such gaming lead to a great deal of learning through trial and error. Fortunately, games can just start over when they fail(die).
"Have you ever wanted to capture a moment in time so that it didn't get lost in the constantly changing world? Ms. Lacerte and I want to give you that opportunity. We will show you how to encapsulate your world with a unique, meaningful, and expressive art form – poetry! As we've already learned, poetry is everywhere and as you’ll learn during this project, it can be ‘on the go’!
So, what does this all mean? It means you will be creating a poetry time capsule! It won’t be poetry for the sake of writing poetry, it will be Poetry4Now!"
Use of educational apps to post poetry to Blogger and Twitter using specific hashtags to allow other students to find their posts. Apps utilizied were Audio Boo, Pic Collage, Poetry Everywhere, Note Taking, and Camera App. Students created a time capsule with poetry. This could apply to gaming by students tweeting out specific gaming dialogue or gaming statistics to challenge their peers on high scores, etc.
Dr. Rankin, professor of History at UT Dallas, wanted to know how to reach more students and involve more people in class discussions both in and out of the ...
Cell phones and social media are sometimes viewed as the anti-thesis of paying attention and staying engaged in class. I'm doing this for the first time this semester, what I am calling "the Social Media Classroom" and so far, it's been fruitful.
This video was all about getting students to voice their opinions and communicate in the classroom. Sometimes, raising your hand to ask questions and particpate can be hard for some personalities. Using Twitter for the classroom discussion gets everyone's input. Shy students really benefit from using this platform for classroom discussions. Texting can continue throughout the semester-- even when school isn't in session using social media to drive the conversation.
Covering the pros and cons of gaming, at least in the minds of some educators. I've covered the pros in depth here, so I'll review the concerns here. Some feel like violence in games can be a poor influence on impressionable children. Opponents claim that kids play games at home so why should they play them at school? Difficulty monitoring online activity; funding and resource allocation are also major reasons some are apprehensive over video games in school. Do I personally agree with them? No. But I was also raised in an environment that nurtured my love for gaming. Some of these questions should merit constructive conversations at the next faculty/staff meeting.
Pretty cool slideshow showing the funny memes in gaming. Memes can be a fun writing assignment that allow students to express creativity with their own individual flair. Sites such as http://memegenerator.net are dedicated to allowing users to pick a picture or upload one of their choice and coin a catchy saying that makes others laugh. Try it with your kids, I bet they'll love it. Memes are "in" right now.
More evidence to support how games in the classroom improve student performance and learning retention. Being user-friendly, personalizing instruction, increasing engagement, and familiarity to technology based applications are reasons cited for their effectiveness. Games stimulate the brain, grabs and focuses attention, and motivate learning through stimulation, and allowing the user to take ownership by controlling their own actions. Infographics like this are a great tool to display on your classroom website or show at conferences. There's always going to be doubters when they hear the name "games" in school.
Students mindlessly drawing pixels on everything. What is it? It's Minecraft related, duh... "Creepers", as my third graders told me. Even I didn't know much about today's youth hit, Minecraft. In this certain classroom, Minecraft was closely observed in class to see what skills learners are acquiring. Collaboration and and communication skills were needed to help build things in this fantasy world. Problem solving skills were exhibited to find ways out of trouble-- similar to a complicated maze. Turns out this popular game has many important aspects of a well-versed 21st century learner.
SimCeo was introduced by an educator on Earth Day as a way of getting students to brainstorm ideas on how to reduce carbon footprints and help save the earth. SimCeo is an online simulation. It brings in innovation and allows for students to interact and make difficult decisions in real time. Blogging was used here to share reactions and solutions with peers.
Laws of physics was taught to ninth graders using the game Angry Birds. World of Warcarft is used to teach language arts to middle schoolers. Important lessons can be learned in both games. Elements like projectile motion, reasoning, and teamwork were reasons cited for implementing these games into the daily schedule.
With funding from the National Science Foundation, we have developed an interactive computer simulation for middle grades science students to learn scientific inquiry and 21st century skills. River City has the look and feel of a videogame but contains content developed from National Science Education Standards, National Educational Technology Standards, and 21st Century SkillsDevelop an understanding of the scientific method through inquiry and teamwork, as well as an appreciation for history and environmental issues.
One of the two big NSF projects for educational gaming on this list, with several years of research following its progress. This Harvard product is freely available to schools, but only on disc through the mail. The team prefers sending it to teachers wishing to use the program in science classes. Chris Dede spearheaded the project.
Awesome! Students travel back in time bring their current knowledge and skills to address issues of the past. Find solutions to health issues of the 19th century is the focus of the game. Students use technology and social media outlets to find solutions to everything that is plauging their old timey city.
The rise of experiential learning has challenged traditional delivery models and led to an increase in the application of gaming to promote learning in higher education. As such, computer-based games are being used more and more to motivate students, encourage engagement, and ultimately improve learning outcomes. Games, overall, are well aligned with a constructivist model of learning in which students become active participants in the learning process through exploration. The education environment through social media gaming, in particular, changes from passive to active as learning activities require active engagement and tend to leverage one's personal experiences. This case study illustrates the benefits students in a blended learning course derive from using a game designed on the SCVNGR platform for smartphones. Feedback from students indicates increased collaborative learning and teamwork. The case study further elaborates on the broader advantages, challenges, and opportunities of using various digital games for learning and teaching in higher education.
This teacher set up a scavenger hunt game and used social media as a means of reporting their results and organize data. The game infused a mentality of camaraderie within the student groups. They reflected on the experience positively more specificly describing it as "fun", "exciting", and "had a great time". In a nut shell, that's what teaching and school should be about-- great experiences that make students ready to go to school each and every day. It's possible to create a positive classroom culture through gaming and social media.
Technology can be expensive. Many school budgets are currently suffering from spending cuts. A growing trend is skilling the Apple computer, which cost a pretty penny, and go for the much cheaper, Chromebooks. Getting tech in the hands of more kids is a great first step towards reducing the ratio between students to technological devices. These 5 Chromebook apps are good to review-- especially if your school doesn't have a PTA/PTO that provides money handouts for purchases. Science, math, and communication apps are highlighted here.
Plethora of educational gaming sites that are geared towards elementary students. I've used http://funbrain.com and http://abcya.com before with my Kindergartners. A center-orientated system could be effective in getting kids to rotate from computer to computer, entrenching them in different subjects such as reading, writing, spelling, and math.
From Angry Birds to Minecraft, gaming holds extraordinary potential for today’s students Gaming. It’s more than a buzzword in today’s schools, but it still sometimes carries a stigma–is gaming really an effective way for students to learn?
Names the 5 most addictive appropriate games in education to date. The list includes, Civilization 5, League of Legends, Plants vs. Zombies 2, Angry Birds and Minecraft. Factors that make these games especially addicting are providing purpose, freedom, choice, challenges, free exploration, and get bonuses. Speaking of a bonus, "Mr. Boss"....
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