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. SHEG also offers two other fabulous portals filled with resources to help classroom teachers and teacher librarians inquiry and historical analysis.

Interactive presentations: a round-up

NeverEndingSearch

When you look at the faces around you, in your audience or your classroom, or increasingly, in remote spaces with folks you cannot see, you just don’t really know if anyone is with you. If you are flipping, did they watch your lesson? Sometimes it just hard to know.

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CrazyIdeas.Doc

techlearning

I’ve tried to apply some of what I learned in my free time about Nudge Theory to my classroom, but I would love to see more work done by the professionals on how it can be applied to schools. She writes tons about practical things you can do in your classroom to make a difference.

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“This way of working has changed my way of understanding education.” – Oscar Herrero, Spain

Daily Edventures

Microsoft Innovative Educator Oscar Herrero says his favorite classroom activities involve gamification, using virtual reality, and collaborative questionnaires to inspire his students. He even works to involve students’ families in the classroom. Oscar Herrero.

And the top e-learning trends for 2016 are.

Neo LMS

Second, the introduction of gamification. Initially thought by some experts and even teachers as a gimmick , gamification quickly caught the interest of the ed tech world, because the best way to teach students is to play games. Here we go… Cloud classroom In 2015, cloud integration was the norm and most learning resources were already starting to be cloud-integrated. Cloud classrooms will become the norm. Classrooms will finally become cloud-centric.

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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. At the same time I started the Innovation Lab in 2016, I was invited to a gamification conference at UPenn.

Education Technology and the Year of Wishful Thinking

Hack Education

But despite the settlement and despite what science journalist Ed Yong politely calls “ The Weak Evidence Behind Brain Training Games ,” “brain training” remains quite a popular product in education technology, with the phrase “brain-based” used to “scientize” all sorts of classroom practices. Pokemon Go : “Why Pokemon Go shows the future of learning gamification,” according to Education Dive at least.