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As teachers, when we assign a research project, we often focus on the end product: the research essay, presentation, etc. However, students (especially young students) do not automatically know how to conduct meaningful research. Our modern students are used to Googling answers. They have grown accustomed to information being readily available. However, as academics, we know that research isn’t a fast process. It’s slow and deliberate. As a teacher, I need to intentionally slow my students down during this exercise. I do this by breaking down a larger project into more manageable chunks and focusing on the process.
We want your students to be able to use your apps anywhere and at any time, eg also on the plane, on trains or busses. Therefore, users of your native apps can download the contents directly on their smartphones or tablets and use your apps even without data connection.
What Teachers Need to Know about The New Google Play for Education http://t.co/2dOzaiXkqB via @medkh9 #googleplay #edtech #learning (What Teachers Need to Know about The New Google Play for Education ~ Educational Technology and Mobile Learning
This article addresses criteria for choosing commercial off-the-shelf (COTS) games and their implementation in the classroom and other L2 learning environments. The proposal and discussion of a set of such criteria, which include the categories of motivation and flow, clearly defined and spaced goals, game skills and game mechanics, content, story and narrative, multimodality, agency, course integration and scaffolding, and financial, technical, and administrative considerations are the focus of this article. This discussion is followed by the analyses of three examples of COTS games (Buzz, Heavy Rain, and SingStar) which may be suitable in a L2 learning context.