Remove Android Remove Gamification Remove MOOC Remove Social Media
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A true gift from SHEG: DIY digital literacy assessments and tools for historical thinking

NeverEndingSearch

Claims on Social Media : Students consider the sources of a tweet and the information contained in it in order to describe what makes it both a useful and not useful source of information. Social Media Video : Students watch an online video and identify its strengths and weaknesses.

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Education Technology and the Year of Wishful Thinking

Hack Education

Bush ), and the invocation of facts, evidence, and expertise in political arguments (particularly those arguments on social media) is now interpreted as bias rather objectivity. Pokemon Go : “Why Pokemon Go shows the future of learning gamification,” according to Education Dive at least. Or MOOCs even.

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International ed tech and pedagogical projects: notes from INTED 2017

Bryan Alexander

Gaming: many examples of people using games for learning, or gamification for public good (public health, for one). Social media: various projects making use of it, including having students write to Twitter in a new language, or inviting Chinese students in another country to use WeChat to improve their morale.

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