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The Games Art Historians Play: Online Game-based Learning in Art History and Museum Contexts

ProfHacker

That listserv discussion suggested there exists considerable confusion about what game-based learning is, so my goal here is to address that practical need. To begin with some definitions, game-based learning differs from gamification in several important ways. Please share in comments! ”

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Modern Learning Strategies: 6 Channels Of 21st Century Learning

TeachThought - Learn better.

.’ ‘Learning channels’ refer to the unique pathways students most naturally–and powerfully–use to develop skills and understanding. These can be technology-based, but they don’t necessarily have to be. 6 Channels Of 21st Century Learning. What are the effects of dialogic learning?

Strategy 145
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Using the Real World Classrooms Model When Teaching Finance

The CoolCatTeacher

My family and I were the victims of a fairly-elaborate Ponzi scheme back in 2008. Let me use some basic examples. So if a student wants that privilege, for example, you get to use open notes on a test, well then you have to own that desk, you have to have that privilege. Vicki: Yeah, I could say that! You could say that.

Classroom 185
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5 Simple Ways to Improve Physical Education w/ #Edtech

The CoolCatTeacher

JARROD: Yes, so let’s say you’re doing a gymnastics unit and you’ve got a display, some sort of gymnastics presentation of skills, for example. VICKI: But Jarrod, what kinds of things are they capturing to go in their phys Ed portfolio? And then that’s shareable.

EdTech 261
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Strategies and Tools to Improve Student Behavior and Engagement – SULS0175

Shake Up Learning

In 2008, there weren’t too many options for a digital platform to ask students to interact outside class. With the knowledge to build an app and a passion for gaming, Shawn put it all together to create Classcraft. A few examples include: being organized, managing emotions, including others, and respecting others’ opinions.

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Digital classrooms

Learning with 'e's

This is Part 5 in my series of posts on the future of learning and technology. It was published by Routledge in 2008 and is now also available as a Kindle reader version. A few years ago Peter John and I wrote a book entitled 'The Digital Classroom'. It wasn't the first published under that title, and it probably won't be the last.

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The hidden audience effect

Learning with 'e's

Speakers included Derek Robertson, Steve Dale, James Langley, Chris Mayoh and Julian Wood, who presented variously on games based learning, e-safeguarding, embedding the iPad across the curriculum, the use of QR codes and mobile devices in education, and how to engage readers with digital texts.

Wiki 51