Remove 2003 Remove Mobility Remove Student Engagement Remove Tools
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Game-Based Learning Gains Steam in Higher Education: Triseum Raises $1.43 Million to Transform Educational Experiences for Students

EdNews Daily

It was important to Thomas that Triseum’s team be built, in an interdisciplinary fashion, to support all facets of curriculum interaction by students while maintaining and exceeding Game-Based Learning (GBL) expectations from students and teachers. He worked on the 3D feature film Valiant in 2003, after which he worked on Ant Bully.

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U.S. K-12 Educational Technology Policy: Historical Notes on the Federal Role

Doug Levin

FY 2003 $700,500,000. The Effectiveness of Educational Technology: Issues and Recommendations for the National Study (Mathematica Policy Research, 2003). Effectiveness of Reading and Mathematics Software Products: Findings from the First Student Cohort (Mathematica Policy Research, 2007). ” How would the program operate?

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It’s Pedagogy Go With Location-Based Mobile Learning At The University Of South Australia

EdNews Daily

“Pedagogy on the go: Roger Edmonds of the University of South Australia outlines how his institution are turning phones into central pedagogical tools”. Mobile phones are in the hands of young people everywhere, so it is quite natural that teaching and learning opportunities are progressing towards the mobile domain.

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Helping Others Along – Motivation Theory and the SAMR Model

techlearning

When we take the time to persuade our colleagues about adoption we are providing them with context-based application effective action which makes them more likely to mobilize greater effort than those who are not persuaded, but told. New York: Free, 2003. Thus the advantage of using YouTube is framed around our past adoption.

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Shifting from Passive to Active Learning

A Principal's Reflections

Quite often, they’re left wondering why there was no change in student engagement or achievement after large financial investments in devices. Today’s devices are powerful tools. 2003; Clark & Mayer, 2008; Mayer, 2011). The natural shift when it comes to device use by students is more active than passive learning.

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Wahoo! The 2013 Global Education Conference - Still Time to Present + Plan to Attend!

The Learning Revolution Has Begun

Don Buckley Co-founder Tools At Schools Design and Maker Thinking - how can they be part of our Everyday in Education The focus of this presentation is to investigate the teaching and learning of design and maker thinking in schools. Jaime evangelizes the power and potential of the web, technology, and Google tools in education.