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A true gift from SHEG: DIY digital literacy assessments and tools for historical thinking

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SHEG currently offers three impressive curricula that may be put to immediate use in secondary classrooms and libraries. Claims on YouTube: Students watch a short video and explain why they might not trust a video that makes a contentious claim. . YouTube Evaluation : Students evaluate a YouTube video and identify reasons why it may be unreliable. Social Media Video : Students watch an online video and identify its strengths and weaknesses.

50 Alternatives To Lecturing

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Or in a “flipped classroom” setting where the “lecture” is designed to be consumed at the student’s own pace (using viewing strategies , for example). We were going to include several videos and frameworks, but that makes the post clumsy and slow-loading on smaller mobile devices. School-to-school instruction (using Skype in the classroom , for example). Gamified learning (gamification). “Flipped-class” learning.

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10 Experts’ Predictions for Education and Technology in 2016

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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. One of the biggest EdTech trends in 2016 and for the years to follow will be gamification. Web-based classroom solutions also offer apps in most cases.

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

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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. The Christensen Institute clarifies that “the Rotation model includes four sub-models: Station Rotation, Lab Rotation, Flipped Classroom, and Individual Rotation.”

Education Technology and the Year of Wishful Thinking

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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. Or MOOCs even.