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Digital Distractions: Halloween Edition

ProfHacker

The podcast – to – novel adaptation is also very interesting to watch from a media perspective. iOS and Android) - Mark Sample highlighted this fantastic app in 2013 , and I’ve been using it on and off since to add some variety to my running. Zombies, Run! (iOS

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The 2018 Honor Roll: EdTech’s Must-Read K-12 IT Blogs

EdTech Magazine

If you’d like to check out the Must-Read IT blogs from previous years, view our lists from 2017 , 2016 , 2015 , 2014 and 2013. He's a writer, technology enthusiast, social media lover and all-around digital guy. For five years, we’ve highlighted some of the best and brightest blogs within K—12 education. Over 1000 words.

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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. Every company is a tech company now, influenced by the pervasiveness of the internet and social media.

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Teens and Tech: Distinguishing Addiction from Habit

MindShift

“Technology addiction” doesn’t appear in the latest Diagnostic and Statistical Manual, the DSM-V, published in 2013. There are the ones, overwhelmingly boys, who spend so much time playing video games that, in his words, they “fall behind in their social skills.” Dueling diagnoses. Fighting tech with tech.

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The History of the Pedometer (and the Problems with Learning Analytics)

Hack Education

A study published in 2013 found that these devices tended to underestimate the energy expended while standing or bicycling or jogging uphill. They say they like the “gamification” of exercise – earning points and badges, sharing their efforts via social media, and so on.

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Its 2019. So Why Do 21st-Century Skills Still Matter?

Edsurge

In my own work with educators around the globe, I’ve watched the emergence of 21st century trends such as makerspaces, flipped learning, genius hour, gamification, and more. She leverages social media and blogging to reflect on what works and shares her insights with colleagues.

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7 Shifts To Create A Classroom Of The Future

TeachThought - Learn better.

Ed note: This post has been updated from a 2013 post). Game-Based Learning & Gamification. Game-Based Learning aggregates the power of learning simulations, social gaming, emotional immersion, and digital literacy to produce a net effect of transparency and participation on the learner. by Terry Heick. (Ed Connectivism.