Remove 2013 Remove Accessibility Remove Assessment Remove Gamification
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When His Roster Outgrew His Classroom, This Prof Mastered Modular Online Curriculum

Edsurge

In 2013, he documented the experience in a case study in the Atlantic Marketing Journal, titled “ Operating a Very Large-Section, Hybrid Principles of Marketing Class at a Public University: Lessons Learned over Ten Years.” At the end of the day, students assess how they did and adjust accordingly. Consider that version 2.0.

Classroom 136
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Creating a Vision for Your School and Getting Buy In from Stakeholders

The CoolCatTeacher

K-1 students have access to an iPad, 2-12 students have access to MacBook Airs. We created opportunities for teachers to use mentor texts — so anything related to Genius Hour, MakerSpace, gamification — a lot of most recently published texts through practitioners and facilitators in the education world right now.

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How to Play: Models for Game-Based Learning #SXSWedu

EdTechSandyK

Notes from a panel session at SXSWedu 2013 [link] Teaching is a complex undertaking. Who are students and teachers in 2013? Kids in 2013 have well developed game playing abilities, but they check those skills at the schoolhouse door b/c that''s not their school experience. CATS - Heavy focus on assessment.

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The Asian Money Fueling US Edtech Investments

Edsurge

million (Seed) 2015 Sinovation Ventures Ready4 $8 million (A) 2016 TAL Education, Yongjin Group, ZhenFund Securly $3 million (Seed) 2013 Sinovation Ventures, ZhenFund Swing Education $7.8 This approach, says Goldman Sachs’ Victor Hu, offers “an efficient, relatively inexpensive way for overseas investors to access the U.S.

EdTech 107
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Reinventing The School Desk: Tip Tap Tap And The Internet of Things

Fractus Learning

Assessment is subjective. The Need for Autonomous Assessment. Teachers’ observation skills and subjective judgment are used quite frequently in terms of assessing students’ behavior and performance in the classroom. For example, in primary level teachers will prescribe printed textbooks and worksheet assessments.

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Resources from Miami Device

Learning in Hand

Redefining the Mobile Writing Process by Greg Kulowiec While the fact that we proceed through the steps of Brainstorming, Organizing, Drafting, Revising, Publishing, and Reflecting may not change, the associated tasks and processes certainly evolve and transform when students have access to mobile devices. A massive online game?

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

TeachThought - Learn better.

Gamification. These taxonomies can be used to plan units, lessons, assessments, and other teaching and learning processes. An acronym for Massively Open Online Course, a digital course that allows asynchronous access to content. ” Game-Based Learning. Learning through games (from physical to digital). Genius Hour.