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Taking Student Voice Beyond The Classroom

techlearning

I started that school year with one goal: to take what students loved and incorporate it into the classroom. Slack , the massive communication company, had seen pictures of the stuff students were creating on Twitter. At the same time I started the Innovation Lab in 2016, I was invited to a gamification conference at UPenn.

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Technology won't replace teachers, but.

Learning with 'e's

As the #lilac13 Twitter stream will reveal, there were lively and protracted debates around the changing nature of library spaces, the nature of knowledge, the future of books and reading, and the impact of digital media. Most teachers use some technology in the classroom, but how many use it beyond the walls of the classroom?

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A Comprehensive Framework For Student Motivation

TeachThought - Learn better.

When researching student motivation and gamification late last year, I came across the most comprehensive gamification framework I’ve ever seen. While it is designed first and foremost as a way to frame gamification and its many strands, gamification is about human encouragement and motivation. The lesson?

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10 Experts’ Predictions for Education and Technology in 2016

GoConqr

Technology and the classroom – major trends and challenges. With an increased presence of BYOD and 1:1 programs in classrooms, schools today are faced with the challenge of transforming traditional learning spaces to seamlessly connect pedagogy, technology, and space. Russell Stannard (Educational Technologist, UK).

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Being ‘The Guide on the Side’ is not Enough. Become The COO.

techlearning

Since Alice Johnson though, these terms have found their way into the mouths of almost every “educational thought leader” and administrator as a way to describe the role of the teacher in the 21st century classroom. We need to become the COO of our classrooms, the Chief Opportunity Orchestrator. It was a disaster.

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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. Learn how to evaluate digital games for effectiveness in the classroom and learn the difference between an App and a Game.

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How Any Teacher Can Use Lee Sheldon’s Multiplayer Classroom Model

The CoolCatTeacher

Powerful Pedagogies for Every Teaching Professional From the Cool Cat Teacher Blog by Vicki Davis Follow @coolcatteacher on Twitter. His book The Multiplayer Classroom: Designing Coursework as a Game is a favorite of many game based learning experts. Lee Sheldon author of The Multiplayer Classroom: Designing Coursework as a Game.

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