Remove 2011 Remove Classroom Remove Common Core Remove Gamification
article thumbnail

Integration of Digital Badges to Acknowledge Professional Learning

A Principal's Reflections

The idea behind this platform is to provide professional learning with a pinch of gamification. ?For The PGP, created by our principal Eric Sheninger, was launched in New Milford High School in September of 2011. putting their learnings into practice in the classroom. Teachers must register to access all features of the site. ?

article thumbnail

Resources from Miami Device

Learning in Hand

Create Multimedia eBooks in a 1 iPad Classroom by Wesley Fryer Enhanced eBooks on iPads, iPhones and iPod Touches can include audio, video, and interactive animations in addition to digital text, images and links. Learn how to evaluate digital games for effectiveness in the classroom and learn the difference between an App and a Game.

Insiders

Sign Up for our Newsletter

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

article thumbnail

The Business of 'Ed-Tech Trends'

Hack Education

Another notable area of growth: the size of the report itself, which has expanded from 66 slides in 2011 to 355 this year , with the number of slides almost doubling in the last year alone. Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. She also noted the growth of markets in China and in India.

Trends 56
article thumbnail

Education Technology and Data Insecurity

Hack Education

Always eager to associate itself with the latest tech craze, education technology embraced Pokémon Go with great gusto: “ Why Pokemon Go shows the future of learning gamification.” Or is this simply about classroom management and efficiency – making it as simple as possible to log students into their machines?

Data 40