Remove BYOD Remove Chromebook Remove Classroom Remove Gamification
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Shall We Play a Game (& Learn)?

Baker's B.Y.O.D.

Since chatting with Tom Driscoll via Google Hangout and Brian Germaine at the EdSurge RIDE event in the Fall , meeting up with Chris Aviles at Techspo14 , viewing Mr. Lewis'' Edmodo Webinar on Gamification , and engaging with my #TeamMAITs in class, I''m intrigued by the didactic nature of games. How many levels are in Candy Crush ?

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Resources from Miami Device

Learning in Hand

Create Multimedia eBooks in a 1 iPad Classroom by Wesley Fryer Enhanced eBooks on iPads, iPhones and iPod Touches can include audio, video, and interactive animations in addition to digital text, images and links. Rethinking the Chromebook as a Creation Device by Tanya Avrith Chromebooks have huge potential in the area of creation.

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Trends to watch in 2015: education and technology

Bryan Alexander

The forthcoming Horizon Report thinks BYOD is one of the two major tech trends for 2016. Primary and secondary schools are a battleground between iPads and Chromebooks, it seems. Gaming and gamification should continue to attract experimental and creative faculty, plus allied staff, but that looks like a very slow growth area for now.

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BEST OF SHOW AT TCEA 2018

techlearning

The TravelMate Spin B1 (TMB118) convertible notebook features a 360-degree hinge that allows the device to be used in four versatile modes that facilitates all aspects of classroom learning, including Stand and Tent modes for group projects and sharing. The device connects easily to peripherals via Bluetooth 4.0, port, one USB 2.0 No plugins.