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Taking Student Voice Beyond The Classroom

techlearning

I decided to make student voice part of my life’s work in 2013, at the start of my 6th year teaching Sophomore English. At the same time I started the Innovation Lab in 2016, I was invited to a gamification conference at UPenn. I started that school year with one goal: to take what students loved and incorporate it into the classroom.

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Resources from Miami Device

Learning in Hand

Using gamification, the most motivational aspects of games in non-game settings, has changed the game of school. Bring It On: BYOD/1:1 Activities That Work by Janet Corder and Joan Gore Your school has adopted a BYOD or 1:1 program, so what meaningful activities can students engage in? A massive online game?

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Learning Revolution - Week's Free Events - Libraries Change Lives - Global Citizens - Great Keynote Recordings - NMC Weekly Top Ten Stories

The Learning Revolution Has Begun

We’ll cover: Technology Donations, Lesson plan library, Grants, Digital wishes fundraising tools, Recycle forward, Teacher only discounts, Free training, BYOD hub. The article discusses what gamification is and what kind of learning experiences we can facilitate with gaming techniques. Sign up here. Tips for gamifying your classroom.

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

TeachThought - Learn better.

BYOD programs allow students to use their own technology (usually smartphone or tablet) in a classroom. BYOD is often seen as a way of solving budget concerns while increasing the authenticity of learning experiences , while critics point to the problems BYOD can cause for district IT, privacy concerns, and more.

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The mLearning Moment in K-12 Education

Kevin Corbett

According to the infographic 71% of districts surveyed in 2014 reported that at least a quarter of their schools have adopted mobile technology–up from 60% in 2013. Furthermore, more districts have “Bring Your Own Device” (BYOD) policies in 2014 than in 2013 and those policies range widely.

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