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Learning Revolution Shows Today and Tomorrow: "Connected Classroom," "Exceptional Learners," "Thrive in EDU," and "REINVENTING.SCHOOL" #learningrevolution

The Learning Revolution Has Begun

Host Rebecca Muller, Special Educator and Advocate, Collingswood High School, and special guest this week Debi Vesper. She also feels strongly that parents can and should be part of that process to develop an educational plan for their child. Our conversation will focus on gamification and anywhere learning.

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IXL Learning Acquires ABCya, Expands Game-Based Learning Offerings

techlearning

Today, IXL Learning , the K-12 personalized learning platform, announced it has acquired ABCya , the creator of more than 400 educational computer games and apps for kids. Since 2004, ABCya has provided students from pre-K to 5th grade with access to hundreds of educational games and apps.

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What Does the Popularity of Pokémon Go Mean for K-12 Gaming? A Q-and-A With James Gee

Marketplace K-12

Cross-posted from the Digital Education blog. James Gee is one of the most influential voices in the educational gaming community. He has written several books on the role of games and learning, including What Video Games Have to Teach Us About Learning and Literacy (2003) and Language and Learning (2004).

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50 Alternatives To Lecturing

TeachThought - Learn better.

Ed note: This post is promoted by SEU’s Master of Education program, who asked to write about how learning is changing, and let you know about their Master of Education and Educational Leadership program, which can you read more about here. Lecture likely has a place in education. ” (Prince 2004).

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Leveling Up: How Digital Game-Based Learning Is Altering Education

EdNews Daily

In the eyes of digital game-based learning proponents, the general public and today’s teachers finally understood something that students and educational researchers knew all along. To put it in the words of an elementary student at the 2004 Serious Games Summit, “Why read about ancient Rome when I can build it?”. Definitions.

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10 Types of Digital Activities to Engage Teenagers

Teacher Reboot Camp

I began teaching teenagers in 2004 in Texas. Teens are motivated by game based learning and gamification. “The adolescent mind is essentially a mind or moratorium, a psychosocial stage between childhood and adulthood, and between the morality learned by the child, and the ethics to be developed by the adult” ( Erikson, 1963, p.

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Education Technology and the Year of Wishful Thinking

Hack Education

.” This was what the mother of a nineteen-year-old killed by a bomb in Kirkuk said on an HBO documentary quoted by Bob Herbert in The New York Times on the morning of November 12, 2004. I want to start this year’s review of education technology acknowledging grief. Education Technology and (Decades and Decades of) Quackery.