A true gift from SHEG: DIY digital literacy assessments and tools for historical thinking

NeverEndingSearch

SHEG currently offers three impressive curricula that may be put to immediate use in secondary classrooms and libraries. You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning. In the November 2016 Executive Summary , the researchers shared: When thousands of students respond to dozens of tasks there are endless variations.

Fitbit for education: Turning school into a data-tracking game

The Hechinger Report

Computech is the district’s only “bring your own device” school, and all students have access to a laptop or similar device every day with which they can log in to the portal at any time. Within the first semester, almost 30,000 students had accessed Strides at least once, according to Jansen. That’s most of the secondary students in the district (traditionally the top users of the student portal). Yu-kai Chou, developer of the Octalysis gamification design framework.

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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design.

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Promoting student well-being through serious games

Neo LMS

And while we have already discussed the benefits gamification can bring to classroom , today we are exploring a whole different and positive story about gaming and its many applications that can help children cope with difficult situations such as school refusal, and even improve academic performance. Using games/gamification to teach is nothing new. In fact, as I have mentioned, entertainment can still be a goal of serious games, albeit a secondary one.

The Great Learning Management System Debate: Featuring Canvas, Schoology and Google Classroom

TeacherCast

Teachers can also implement elements of gamification rather easily as Schoology provides access to “student completion settings”, hidden folders or assignments, and a badge creation tool. All of this can be used to truly differentiate how and what, students access. For secondary students, the enhanced platform feels a lot like a social media application like Facebook, while offering a plethora of options to make it more than just a homework/classwork organizer.

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

Fractus Learning

Gamification for Learning. Our approach towards designing our educational applications was to incorporate gamification theory and techniques (narrative, acknowledging achievement, giving rewards, socialisation and altruism), as to encourage and motivate students with higher levels of engagement through learning activities. Instant access to student data was a key requirement consistently highlighted through both our primary and secondary research.

Future Trends Forum #9 with Gardner Campbell: full recording, notes, and Storify

Bryan Alexander

After that point the university ceases to be a university, as other divides open up, such as between research- and teaching-focused faculty (and the latter declines in importance, becoming in effect “a secondary caste”). He again turned personal, describing how literacy gave him as a child access to a world of conversation and learning across the ages. This is a kind of deep gamification, to some extent, creating environments that induce clicking and exploring.

Future Trends Forum #9 with Gardner Campbell: full recording, notes, and Storify

Bryan Alexander

After that point the university ceases to be a university, as other divides open up, such as between research- and teaching-focused faculty (and the latter declines in importance, becoming in effect “a secondary caste”). He again turned personal, describing how literacy gave him as a child access to a world of conversation and learning across the ages. This is a kind of deep gamification, to some extent, creating environments that induce clicking and exploring.

#savings: Can Social Media Nudge Teens into Smarter Money Choices?

MindShift

Over the course of the pilot, however, Moneythink Mobile’s developers have learned not to push gamification too far. “A Students need a code to access the app, and mentors monitor posts to quash insults and the sharing of sensitive information such as a legible photo of a new debit card. That’s of secondary importance, according to Brittany Bui, a senior finance major and co-president of the Moneythink chapter at Chapman University in Orange, California.

8 Fun Ways To Keep Math Learning Alive Through the Summer

MindShift

Affluent kids often have access to enriching experiences like travel, summer camp and visits to museums. Practice is an important part of math and is perhaps the best candidate for gamification and careful use of extrinsic rewards. Use math as a secondary element of a project. Summer is a time for play and rest, family time and adventures.

30+ YouTube Channels for Teachers

Shake Up Learning

This one is geared more toward higher-education, but still a great resource for secondary students and teachers to learn more about career opportunities and products at Google. Subscribe to learn about new apps and gain access to FREE professional development for educators. Videos on gamification and related topics from Michael Matera, author of Explore Like a Pirate. The post 30+ YouTube Channels for Teachers appeared first on Shake Up Learning.

Learning Revolution Free PD - Google Online Summit This Weekend! - Gaming in Ed - Support Free PD

The Learning Revolution Has Begun

Registration for the event includes a year of CUE membership and access to all the recordings - sign up here. Thursday''s sessions will be delivered by teachers, librarians, game developers, and gamification fans - don''t miss out! CEO of IT IS 3D, Martin Stevens, is interviewed by Meritxell Garcia Sein-Echaluce about his support of 3D printing in UK primary and secondary schools.

Education Technology and Data Insecurity

Hack Education

Always eager to associate itself with the latest tech craze, education technology embraced Pokémon Go with great gusto: “ Why Pokemon Go shows the future of learning gamification.” Furthermore, at launch, Pokémon Go demanded users sign over a great deal of personal data and grant permissions to the app that, for a time , gave it access to a user’s entire Google account. This is part eight of my annual review of the year in ed-tech.

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