Remove Common Core Remove Differentiated Instruction Remove Education Remove Gamification
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Ed Tech Vocab: Keeping Up with Trends in Education

eSpark

This means that there are more concepts, terms, and trends in education that teachers need to be aware of - but how do you keep track of them all? Keep reading to discover the meaning of some of the most common trends in Edtech. Edtech is being used in classrooms more than ever before.

Trends 97
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Ed Tech Vocab: Keeping Up with Trends in Education

eSpark

This means that there are more concepts, terms, and trends in education that teachers need to be aware of - but how do you keep track of them all? Keep reading to discover the meaning of some of the most common trends in Edtech. Edtech is being used in classrooms more than ever before.

Trends 52
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BrainRush

Technology Tidbits

This is a great resource for educators looking to find educational games on a wide variety of subjects such as: Math, Foreign Language, Social Studies, etc. Best of all the games are ideal for differentiated instruction (and aligned to Common Core Standards) using it''s unique engine to adapt to each student''s learning.

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Top 100 Sites/Apps for Game Based Learning

Technology Tidbits

Gamification). I''ve done posts on educational iOS Apps and Educational Online Games but I have never combined the two and curated a list that specifically deals w/ GBL. Arcademic Skill Builders - Amazing site w/ educational games and portal to allow for student tracking and progress reports in Math, Reading, and more.

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Resources from Miami Device

Learning in Hand

I had a great time encouraging educators to give students as much ownership over their devices and learning as possible. Sketchnoting is helping make your thinking visible and shareable as you are reading a professional book, watching a movie clip, reading an educational blog post or article or listening to a lecture of conference keynote.

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

TeachThought - Learn better.

Purpose: Improving our chance for a common language in discussing existing and emerging learning trends, model, and technology in hopes of innovation in classrooms, and collectively, education at large. Audience: K-12 & higher ed educators, researchers, institutions, and organizations globally. Gamification.