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10 Types of Digital Activities to Engage Teenagers

Teacher Reboot Camp

I began teaching teenagers in 2004 in Texas. My new book, Hacking Digital Learning Strategies with EdTech Missions , has 10 digital missions to help teachers support their teenage students in establishing their identities and defining their goals using technology and digital devices. Find resources and web tools and apps here.

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

EdNews Daily

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?”. Game-based learning should not be confused with gamification. Gamification takes an element of education and replaces it with a game-based element. to modern times.

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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

Home or school, if a student has an IEP they are required by IDEA 2004 to include a “statement of measurable annual goals, including academic and functional goals, designed to meet the child’s needs that result from the child’s disability to enable the child to be involved in and make progress in the general education curriculum.”

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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.

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IXL Learning Acquires ABCya, Expands Game-Based Learning Offerings

techlearning

Since 2004, ABCya has provided students from pre-K to 5th grade with access to hundreds of educational games and apps. 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.

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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

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). In fact, it’s been said, and I think I agree, that it’s not much of a game, but it’s a great gamification of the social media experience.