Your new post is loading...
Your new post is loading...
by David Kapuler
"Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. (Wikipedia) AR has been around for awhile but is really starting to garner interest in the educational community/sector. Using augmented reality is a great way to incorporate 21st century technology into the classroom using different types of apps, sites, and equipment."
The Western Union Foundation, Discovery Education and the Association of Educational Publishers (AEP) announced today the launch of Open Doors: Unlock Your Future, a new online destination providing high school students, educators and families with high-quality tools and resources to help students prepare for their future through in-depth career exploration. The program represents the shared vision of its partners, who attribute the future success of America's youthto a solid educational foundation.
Designed to encourage high school students to explore and prepare for their future, the program encourages career-readiness through an expansive offering including:
Click headline to read more--
Via Chuck Sherwood, Senior Associate, TeleDimensions, Inc, Jim Lerman
by Katro Laan
"The rise of technology used in classrooms has made learning much more interactive. The emergence of iPads to browser-based tools in project-based learning, take teaching to a new level in the 21st century."
Chris Carter's insight:
Via Chris Carter
by Laura Bates
"For many teachers, online games are the scourge of the classroom – a drain on students’ attention, time and potential. Any educator who has ever tried to teach a lesson using online resources or taken a class in the computer lab has probably experienced the frustration of finding a student on a gaming site instead of sticking to the intended lesson plan. But online games don’t always have to be a distraction (see last week’s post 5 Reasons to Embrace Gaming in the Classroom).
"In fact, there are many brilliant educational games out there that can actually engage and inspire students and equip them with the tools and ambition to approach a whole host of exciting careers and academic paths…"
- See more at: http://www.fractuslearning.com/2013/10/29/students-online-games/#sthash.TwpsJT2T.dpuf
Playing educational video games either competitively or collaboratively with another player can enhance students' motivation to learn, a new study has found.
"While playing a math video game collaboratively - as compared to playing alone - students adopted a mastery mindset that is highly conducive to learning, researchers said.
"Moreover, students' interest and enjoyment in playing the math video game increased when they played with another student.
"The findings point to new ways in which computer, console, or mobile educational games may yield learning benefits.
"We found support for claims that well-designed games can motivate students to learn less popular subjects, such as math, and that game-
based learning can actually get students interested in the subject matter and can broaden their focus beyond just collecting stars or points," said Jan Plass, a professor in New York University's Steinhardt School of Culture, Education, and Human Development and one of the study's lead authors."
"This collection of blog posts highlights lesson plans, ideas, and other useful resources to help you bring Common Core-aligned lessons into your classroom. We're actively building this repository of ideas every week, so make sure to bookmark this page. You can also follow #CCSS or #CCSSChaton Twitter for the latest updates."
by Janet Pinto
"Available online at the Curriki site, Curriki Geometry is designed to meet the needs of students raised in a global, interactive, digitally-connected world through the use of real-world examples, engaging projects, interactive technologies, videos and targeted feedback. Developed with funding from AT&T, the Curriki Geometry course is modular, so can be used as the foundation for students’ Geometry 1 curriculum, as a supplementary resource, in an after-school program, or in a homeschool environment.
"The course units have been designed with carefully selected Curriki instructional materials, interactive content, videos and other materials that students can explore and use as they solve the series of challenges in each unit. The course structure is based on the six Common Core High School Geometry topics, organized in six projects:"