I use QR codes and augmented reality codes to help students move independently from one activity to the next. Kids use cell phones or tablets to scan the barcodes, which take them to websites or instruction pages with directions for the next activity, or to “cheat codes,” with strategies to help them solve the “boss-level problem.” I even decided to forgo the usual grading system in my classroom, so that as far as the students knew, they were either “Leveling Up!” (proficient) or they needed more practice with “Game Over: Try Again.” They stopped defining themselves by grades and saw “try again” as an opportunity to do just that.
Moblab made a persuasive inforgraphic about game-based learning with the result from interview with hundreds of economic professors. Based in Pasadena, CA, MobLab is a venture capital backed startup dedicated to delivering mobile education for interactive games in social science classroom. Led by founders from Caltech, it’s a group of dedicated engineers, academics, designers, and entrepreneurs. With a MobLab account you can setup, run, and analyze games in classrooms, laboratories, and in the field.
Like many other programs which offer courses via distance technologies, the State University of West Georgia’s teacher education program has found that one factor that plays a primary role in determining course quality is students’ perceptions of the degree of interaction. The research literature supports this observation (Fulford & Zhang, 1993; Klesius, Homan, & Thompson, 1997; Zhang & Fulford, 1994; Smith, 1996; Zirkin & Sumler, 1995). In fact, in their annotated bibliography on this topic, Zirkin and Sumler found that interaction seemed to have an impact on student achievement, as well as satisfaction: "The weight of evidence from the research reviewed was that increased student involvement by immediate interaction resulted in increased learning as reflected by test performance, grades, and student satisfaction" (p. 101).
However, we also note great variation in what faculty and students view as "interactive qualities." In order to clarify the role of this important factor and encourage faculty to make their distance courses more interactive, the authors have designed a rubric for faculty to use to determine the degree of interactivity in their own distance learning courses. This rubric is based on information obtained from a review and analysis of a considerable body of literature and research on this topic.
Mind map app Inspiration Maps is the winner of a 2012 Award of Excellence from “Tech & Learning” magazine. The prestigious 30-year-old recognition program honors software, hardware and web products that break new ground, as well as those that have added significant enhancements to proven education tools.
“10 Creative Secrets For Social Media Marketing” is an Infographic, so its creators hope you enjoy this one as much as you did with their previous infographic, “21 Rules For Effective Social Media Marketing“
View the complete infographic for ideas and tips on how to best leverage social media for marketing and business.
When will you get your robot butler? When will we first set foot on Mars? These and countless other questions about the future are answered in this amazing chart of where technology is headed in the next 30 years.
The role of video games in teaching and learning is a source of debate among many educators, researchers and in the popular press. Detractors and advocates have been discussing the influences and the potentials of video games for quite some time, and we feel that sound evidence and informed advice on these topics is still very much needed. Against this background, Futurelab at NFER felt that it was timely to provide practitioners, industry and researchers with an up-to-date account of what the evidence tells us about game-based learning and its potential impact on learning and teaching.
In contrast, Electronic Brainstorming allows (forces, even) every member to see what the other's are saying with little or no effort. It means that the group is exposed to the flow of ideas with very little effort.
A Game Developers Conference (GDC), que começa nesta segunda-feira, em São Francisco, é conhecida por reunir durante uma semana desenvolvedores de jogos de gigantes do setor de entretenimento digital e profissionais do mercado independente.
What can we learn from games to improve our classrooms? Games are carefully and intentionally designed environments that create flow: the balance between challenge and progress. Great games are challenging, but not too difficult, and thus not boring.
Computer gaming has become a popular pastime with many of our students. Yet just because an innovative technology is available does not mean that we should uncritically apply it toward second language acquisition. This article illustrates how computer games have unique affordances that make them especially useful in content-orientated, culture and task-based foreign language curricula.
Today, businesses define social media marketing in many different ways. Some businesses see it as an extension of offline and online advertising.
Others use social media as a way to interact with current customers. But no matter how your business uses social media, there is one thing you should remember: social media is a place to be social. If your business has a presence on social media, but is not actively communicating with consumers, you could be missing out on reaching potential customers and boosting customer loyalty with those who already follow you on social media. This infographic illustrates 21 social media marketing tips your business should remember in order to get the most out of your social media efforts, and give the most to your fans and followers...
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