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Why Are We Biased Against Games for Learning?

Doug Levin

.” Among the data sources for her remarks, Dr. Wartella referenced Northwestern University’s own “ Parenting in the Age of Digital Technology: A National Survey (Revised June 2014). While both the content of what is being viewed/played and the context in which it is being used (e.g.,

Learning 310
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Setting SMART Teaching Goals for Next School Year

Waterford

4] A survey of teachers who set goals for themselves also found that, by the end of the school year, they were more likely to feel that they had improved as a teacher.[8]. Setting goals can also boost your relationship with your students and their classroom performance. Raising student engagement. Mansfield, C.F.,

Report 189
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The Benefits of Video in the Digital Classroom

ViewSonic Education

It's a survey of K-12 students, parents, and educators. In 2015, more than 90% of district administrators said instructional tech is important to achieving their core mission of educating students. Principals at blended learning schools agree digital content increases student engagement. Online Video.

Video 229
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PROOF POINTS: New poll points to college and career benefits of Greek life despite criticism

The Hechinger Report

Gallup characterized the differences in perceptions between fraternity and sorority alumni and their unaffiliated peers as large and consistent with the positive findings of an earlier Gallup poll of college graduates in 2014, also funded by Greek advocacy groups.

Advocacy 115
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Close the Digital Learning Gap: How One District Tackled Tech Disparity in the Classroom

Edsurge

In 2014, Palmdale School District was experiencing a major digital divide. In 2014, Palmdale School District was experiencing a major digital divide. The goal was simple: provide students with a well-rounded education—including technology competency—designed to help them throughout their lives.

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Game-Based Learning Gains Steam in Higher Education: Triseum Raises $1.43 Million to Transform Educational Experiences for Students

EdNews Daily

Emerging out of the LIVE Lab at Texas A&M University, in 2014, André Thomas and Rahul Khanorkar founded game-based learning company Triseum combining legacies in game development, design graphics, market development and management. We passionately believe that tool can provide authentic and engaging experiences for students and educators.

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Student Engagement and Closing the Opportunity Gap: An Action Plan, Part 2

Reading By Example

The headings I use to organize my thinking come from Appendix A of Regie Routman’s excellent resource Read, Write, Lead: Breakthrough Strategies for Schoolwide Literacy Success (ASCD, 2014). It is a process that respects both the teacher and students. Consider yourself warned: This is a longer post. Routman, p.