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New Ways to Gamify Learning

Ask a Tech Teacher

But those webtools exemplify where the gamification of education started. Their approach is good but way down the SAMR pyramid to what can be done today, easily, in classrooms. All you need is a special app that loads onto a tablet or smartphone. Subjects covered include ELA, Math, Science, History, and Digital Citizenship.

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5 Resources to Gamify Student Writing

Ask a Tech Teacher

If you don’t do anything to make the studying material more appealing, you can’t expect great engagement and results in your classroom. If you don’t do anything to make the studying material more appealing, you can’t expect great engagement and results in your classroom. It’s clear: you need the right games in your classroom.

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The 2018 Honor Roll: EdTech’s Must-Read K-12 IT Blogs

EdTech Magazine

Keeler has more than 50 tips for Google Classroom under her belt, with an e-book on that series in progress. Curriculum and ed tech consultant Monica Burns offers up her expert advice on the best ways to implement tech tools in the classroom. Keller ISD Digital Learning Blog. Alice Keeler. alicekeeler | Read the blog.

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A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

Purpose: Improving our chance for a common language in discussing existing and emerging learning trends, model, and technology in hopes of innovation in classrooms, and collectively, education at large. ” BYOD programs allow students to use their own technology (usually smartphone or tablet) in a classroom. Gamification.

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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.

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Learning in the Digital Age

eSchool News

As learning in the digital age progresses, online platforms, interactive simulations, and virtual classrooms have become essential tools, promoting and supporting self-directed and personalized learning experiences. Gamification elements are also employed to make learning more enjoyable and to incentivize student participation.