Remove 2013 Remove Gamification Remove Social Media Remove Technology
article thumbnail

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

EdTech Magazine

Our list of Must-Read K—12 IT Blogs includes a mixture of teachers, instructional technology specialists, IT leaders, administrators and consultants. 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. FCPS Office of Instructional Technology. Tim Stahmer.

article thumbnail

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

Insiders

Sign Up for our Newsletter

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

article thumbnail

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.

article thumbnail

Teens and Tech: Distinguishing Addiction from Habit

MindShift

But are we truly addicted to technology? “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.”

article thumbnail

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

Hack Education

All this is aided today, no doubt, by new computing technologies that create and collect massive amounts of personal data. Learning analytics are technologies that support and reflect the idea that we can collect and measure and analyze data about learners in order to know what they know, in order to optimize what and how they learn.

article thumbnail

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. too much technology is still used to replace routine tasks rather than turbo-charging the experience of learning. Heather Wolpert-Gawron offers a good role-model.

article thumbnail

7 Shifts To Create A Classroom Of The Future

TeachThought - Learn better.

Ed note: This post has been updated from a 2013 post). But the truth is, it’s becoming increasingly difficult to educate children in the face of such radical technological and pedagogical progression. Game-Based Learning & Gamification. Tomorrow’s Learning Today: 7 Shifts To Create A Classroom Of The Future.