Remove BYOD Remove Flipped Classroom Remove Gamification Remove Groups
article thumbnail

Gamification Stage Three: The Constraint

techlearning

That is why the highest form of gamification, what I call stage 3 , is using video game techniques to create experiences for students. Previously, students could pick a project that interested them from a group of projects and work in teams to complete them. It is all about the experience. I turned The Innovation Lab into a game show.

article thumbnail

Using Google Forms to Streamline Feedback & Document Growth

techlearning

A few weeks ago, I was on our New Jersey Google Educator’s Group (GEG:NJ) show called The Suite Talk hosted by Kim Mattina. Until Next Time, GLHF cross-posted at Teched Up Teacher Chris Aviles presents on education topics including gamification, technology integration, BYOD, blended learning, and the flipped classroom.

Google 40
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Being ‘The Guide on the Side’ is not Enough. Become The COO.

techlearning

We need to become the COO of our classrooms, the Chief Opportunity Orchestrator. I first heard ‘sage on the stage’ and ‘guide on the side’ early in my teaching career when I decided to try The Flipped Classroom™. Through my flipped classroom failure, though, I did learn how to create a student-centered classroom.

article thumbnail

Why We Need To Embrace eSports In Education

techlearning

Building the school-to- college pipeline is also important because it reaches a group of kids who often don’t have a home/school connection. Until Next Time, GLHF cross-posted at Teched Up Teacher Chris Aviles presents on education topics including gamification, technology integration, BYOD, blended learning, and the flipped classroom.

article thumbnail

10 Experts’ Predictions for Education and Technology in 2016

GoConqr

With an increased presence of BYOD and 1:1 programs in classrooms, schools today are faced with the challenge of transforming traditional learning spaces to seamlessly connect pedagogy, technology, and space. One of the biggest EdTech trends in 2016 and for the years to follow will be gamification.

article thumbnail

What Student Passion Looks Like

techlearning

I like how we get to work in groups and we have the ability to work on our own and we get to make are own decisions. Simply Beauty Box Our group is making a subscription makeup box for girls our age because most girls, when they start testing makeup, don’t know what to do so that’s what we will show them. Jude’s Research hospital.

Groups 46
article thumbnail

A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

BYOD programs allow students to use their own technology (usually smartphone or tablet) in a classroom. BYOD is often seen as a way of solving budget concerns while increasing the authenticity of learning experiences , while critics point to the problems BYOD can cause for district IT, privacy concerns, and more. .”