El placer de aprender con videojuegos es también un desafío para docentes - E... Paulina Schmidt En la hora de biología, sentados frente a la computadora, los alumnos de 1º año intentan superar los obstáculos que les propone un videojuego. Ya pasaron varias clases jugando, pronto tendrán que aplicar en el aula lo que aprendieron acerca de las células. Esta herramienta de aprendizaje que, sin dudas resulta más entretenida y placentera para los adolescentes y logra despertar el interés y la creatividad, para los docentes significa mayor capacitación y la adaptación a otras formas de enseñar la materia que ya no son las tradicionales.
Juegos para concientizar sobre el uso del agua, el cuidado del medioambiente, y enseñar contenidos sobre matemática, física o informática, son generalmente de descarga gratuita y un ejemplo de la articulación de las nuevas tecnologías con el aprendizaje en las aulas. Encender el entusiasmo. De ingenio o creativos. Cambio de paradigma. Encuentro el 6 y 7 de noviembre Kokori, el juego para las clases de biología. Funbrain Jr | Preschool. What Can Technology Do for Tomorrow’s Children? — Bright. School looks different today than it did even a handful of years ago. Teaching and learning is changing — in exciting ways — because the world is changing. We now live in a global economy with a knowledge-based marketplace, where the ultimate measure of our success is becoming less about what we know, but more about what we do with what we know, and learning new skills to fit a rapidly changing world.
Technology has helped to accelerate this pace of change, retooling nearly every aspect of our daily life, from how we communicate, to how we shop, to how we receive medical care. Schools — many of which have been slow to embrace innovation — are beginning to engage in this digital revolution. However, technology can just as easily widen the lead for those who already have every advantage. In the United States, education is meant to be the great equalizer. Classrooms across the country are marrying hands-on, inquiry-driven learning with digital technologies.
All photos: Getty Images. 11 Virtual Tools for the Math Classroom. More and more classrooms are gaining access to technology that can be used with students. Whether you're modeling a lesson, creating stations, or working in a one-to-one classroom, virtual tools can promote student engagement while increasing academic success.
Here are some apps for iPads -- along with a few other tips -- that can transform your daily lessons and are definitely worth checking out! Base Ten Blocks Number Pieces is a great free app that allows every student with an iPad to have an endless number of base ten blocks at their fingertips. Whether they are learning basic place value, modeling how to add decimals, or exploring expanded notation, this app is worth looking into. Protractor Even on an iPad, a protractor can be used as a tool to measure angles. Graph Paper Geometry Pad lets children draw lines and shapes on graph paper. Geoboard Say goodbye to rubber bands! Ruler Ruler is a neat app to try out on your iPad -- it simply turns your screen into a ruler. Pattern Shapes Clock. History of Things. Social Media for Teachers: Guides, Resources, and Ideas. Although students are evermore connected to the social web, many of these networks remain out-of-class digital playgrounds where students congregate.
In a 2014 survey of 1,000 teachers, just one in five said they use social media regularly with students. Of course, it can be a challenge to incorporate social media into lessons. There are many gray areas for teachers to navigate, like setting guidelines, accessibility at school, and student safety. But to help teachers navigate this ever-changing landscape of social media tools, here are some of the best guides on the web for four popular networks, Facebook, Instagram, Twitter, and Pinterest. More Great Reads From Edutopia In addition to those great guides, there is a lot of useful information right here on Edutopia.
STRUMENTI PER LA DIDATTICA - APP, SOFTWARE, RISORSE ON LINE. Strumenti/ambienti. Risorse didattiche. Serious Games Interactive. Software That Turns Your Lego Masterpiece Into a Digital Building. Gravity It’s the frustration of many a designer: You grow up sketching and making with your hands, only to find yourself 20 years later spending the day in front of a glowing screen. The reality is, building in 3-D requires doing a lot of 2-D work first. Much of this is for practicality’s sake; in the early stages of design, it makes little sense to build a physical model when you can so easily revise and redo with the click of a button. But what if you could build your design in real life, then tweak it virtually? That’s the idea behind Lego X, which uses networked plastic bricks to build digital 3-D files.
Lego X comes from the same team of designers behind Gravity Sketch, the bonkers Oculus Rift program that lets you draw in 3-D using augmented reality. Gif: Gravity The underside of each brick (they’re Duplo, not Lego, but Duplo X doesn’t have the same ring) has a sensor and a gyroscope, which allow the toys to communicate wirelessly with each other and the software. Personalizar el vínculo con la tecnología de Francisco Albarello. Descargar e... Classroom in the Cloud: Technology as a Learning Environment. In September 2013, I was recruited by then-principal Eric Sheninger to be the new library media specialist of New Milford (New Jersey) High School, and was tasked with seeking to improve student performance by developing an exciting and engaging learning environment for all. My vision was of a learner-centered space where students and teachers would have access to exciting technologies, digital and print resources, and productive spaces offering scope for collaboration and creativity.
In seeking to turn what been a largely unvisited and unused library into a vibrant part of the school community, I felt challenged by the limitations of the physical space. The library had not been renovated in decades, and it offered very little in terms of what a modern-day learning "commons" should be. My inspiration at this point was Pixar Animation Studios. A New Learning Space Many virtual learning solutions exist in the market. Image credit: Laura Fleming The Always-Open Library. Tech2Learn: Success Stories of Technology Integration in the Classroom. Facebook Edutopia on Facebook Twitter Edutopia on Twitter Google+ Pinterest Edutopia on Pinterest WHAT WORKS IN EDUCATION The George Lucas Educational Foundation Enhancing Lessons With Blended Learning VIDEO: Blended Learning Energizes High School Math Students (2012) Educator Peter McIntosh helps his students to take ownership of their learning by using interactive subject-mastery tools like Khan Academy. Back to Top Collaborative Digital Presentations With Online Tools VIDEO: Collaborative Digital Presentations Enrich Projects (2012) Educator Kate Summers engages her students by asking them to "teach back" chemistry concepts to their peers via online demonstrations created with tech tools like Google Docs, Keynote, and PowerPoint.
Engaging Kids With Digital Video Production Differentiating Instruction Through Technology Getting Started With Free or Low-Cost Technology Tools Programming and Video Games in the Classroom. Repository e risorse didattiche digitali. Blog didattici. Uso didattico dei Social Network. Games and Learning | Through coverage of the market, research and up-to-date ... About | Blended Learning Universe. The Blended Learning Universe: BLU_ The Blended Learning Universe – or BLU – is a comprehensive online hub packed with blended learning resources.
Whether you’re looking for a primer on the basics or want to dive deep into the supporting research, the BLU has you covered. Curated by the Clayton Christensen Institute, the BLU offers a wealth of resources, including practical guides, video tutorials, downloadable worksheets, and a dynamic directory of blended learning programs worldwide. Our goal for this site is to provide meaningful information and tools for practitioners, policymakers, parents, and innovators — really anyone working to improve education through personalized, student-centered learning. Questions or comments?
Ready to schedule a workshop? Contact us and we’ll work together to improve education for each and every student. The Clayton Christensen Institute. Spigot. What Do We Mean By Open Education. 3 min read This post first appeared on Educating Modern Learners. This article was part 2 of an exploration of what “open” means and affords in education. How can we think about “open” beyond “openly licensed materials”? Granted, the licensing piece is incredibly important for access and distribution and remixing. But what else do we mean when we talk about “open,” and how can we think about “openness” as an ethos not simply a licensing agreement, one with tremendous power to shift education beyond a focus on “content”?
The New York Times declared 2012 “the Year of the MOOC,” and one might think that with such an endorsement and with “open” right there in the middle of the acronym — massive open online courses — that “open education” has triumphed. And it’s complicated, of course, by the multiple meanings of that adjective “open.” Those last two highlight how people can use the word “open” in education and mean not just utterly different things, but perhaps even completely opposite. Our mission in the K-12 math classroom | Overview (K-12 math classrooms) Khan Academy is a nonprofit on a mission to provide a free world-class education for anyone anywhere. To accomplish this goal, we've created a personalized learning experience that uses videos and exercises to engage students across a wide range of subjects. Currently, math is our richest content area, with standards-aligned materials stretching from early math to calculus. We believe teachers are critical to student success.
Our goal is to empower students to take ownership of their own learning and to empower you to spend more time doing what you do best: personally interacting with every student, providing guidance and encouragement, and engaging your class in collaborative activities. Math Rocks at Oakland Unity! | Unity High School. Game-Based Learning in Practice. In early September, my sixth grade social studies students began playing the SimCityEDU beta. Around the same time, my seventh graders began playing a non-digital debate game -- complete with teams, a point system and a leaderboard. All of my students are rewarded for their growth and accomplishments with a digital badge system. After one month, I find that my students remain highly engaged in their learning. Gamifying my classroom has truly been transformative! Non-Digital Games I recently had the opportunity to visit the Institute of Play in New York City.
Most of the games designed by the Institute of Play's Mission Lab are non-digital -- these games often involve cards, dice and/or gameboards. In Socratic Smackdown, students discuss content as gameplay. Socratic Smackdown and Absolute Blast, a card-based math game, are due for release later this fall. SimCityEDU My students took part in the SimCityEDU pilot, from the Institute of Play's GlassLab.
Badges, Feedback and Iteration. MindShift GuidetoDigitalGamesandLearning. Connected Learning Alliance - Make Learning Relevant. Educator Innovator | Educator Innovator. Edutopia | K-12 Education Tips & Strategies That Work. Institute of Play. Quest to Learn. P.K. Yonge Developmental Research School - About P.K.Yonge. In order to enact the school's mission, P.K. Yonge requires a student population that approximates the demographic composition of the student age population of the State as a whole.
The Admissions policy of P.K. Yonge is established with this goal as the objective. The school reserves the right to modify the admissions policy in response to changes in requirements by the State, University, or its auditors to meet the requirements of a specific research study, or to implement a specific research study. The school annually establishes enrollment percentages in each category for the Elementary School division and the Secondary School division based on the Florida Department of Education demographic characteristics of Florida's school age population. Categorical percentages are established each October prior to a school year for the five admission categories: 1. As a developmental research school, P.K. About Philip Keyes Yonge State of the Art Elementary School P. Quest to Learn. Designed from the ground up by a team of teachers and game designers, and firmly grounded in over thirty years of learning research, Quest to Learn re-imagines school as one node in an ecology of learning that extends beyond the four walls of an institution and engages kids in ways that are exciting, empowering and culturally relevant.
Quest to Learn’s unique standards-based integrated curriculum mimics the action and design principles of games by generating a compelling “need to know” in the classroom. Each trimester students encounter a series of increasingly complex, narrative challenges, games or quests, where learning, knowledge sharing, feedback, reflection and next steps emerge as a natural function of play. For instance, in the integrated science and math learning domain, “The Way Things Work,” over the course of one trimester, sixth graders help a shrunken mad scientist, lost inside the human body, navigate the systems he encounters and report back to his research lab.
About. Our world is changing so quickly that we can only begin to imagine what the future will hold. But we are failing to teach our kids the skills and knowledge they need to succeed in today’s world. So how will we prepare them for jobs that haven’t even been invented yet? The real work of a 21st century education is to spark the passion for lifelong learning that our kids will need to navigate their way to a promising tomorrow. The education crisis is a crisis of engagement and it is putting our society’s future at risk. Percent of people who report feeling engaged in school or work Sources: Gallup Student Poll, 2012; Gallup, State of the Global Workplace, 2013. It’s time for us to talk about making school more relevant to the lives of students today—to nurture the natural love of learning that will engage them today and empower them tomorrow. Institute of Play Quest to Learn is still young, but the benefits of the Quest model are already clear. You can help support tools and programs like:
MindShift-GuidetoDigitalGamesandLearning.pdf. Engaging Students with Social Game Mechanics. Meshing GBL With PBL: Can It Work? | Edutopia. Project-based learning has essential components that make it unique to other models of instruction, such as public audience, voice and choice, driving questions, and teaching and assessing 21st-century skills. PBL requires that all of these components be present in a truly great "main-course project.
" Similarly, game-based learning has elements that make it unique, even in its many implementation methods. GBL can look like gamification, where game elements such as quests and incentives are used to make the unit of instruction into a game of sorts. GBL can also look like using games for instructional purposes, such as the popular Minecraft or even Angry Birds, to support student learning. Many educators may wonder how they can leverage GBL practices within a PBL project and combine them to form a powerful learning experience. GBL to Teach 21st-Century Skills An important component of a PBL project is teaching and assessing a 21st-century skill (or skills) within the project. MinecraftEdu: From game room to classroom. TeacherGaming LLC. MinecraftEdu.
— Michael Harvey - MinecraftEdu Featured Educator -... Storybird. Where every kid can be a writer | Ping Pong Story. Get EduCreative - Home. Educational Games & Educational Activities for Kids | PowerMyLearning. My Classroom Economy. Schools That Work: Search Model Schools, Education Videos, and Teaching Resou... About EconEdLink. Twig. Making Learning Relevant. PBS LearningMedia. Popplet. Educreations. BiblioNasium - Kids Share Book Recommendations. Use Online Reading Logs, Find Books At Their Reading Level. GeoGebra. Digital Storytelling Project Examples - iPad Multimedia Tools.
WikiAlmeraya - Wiki Almeraya. E-Institute. The Top 10 Bad Practices in Mobile Learning. Guide: Developers Could Focus on Helping Teachers Incorporate Games. Research: Competitive Games Can Drive Student Engagement. Best practice estero ( CAF SamsungAmbassador) Worst practice in ICT use in education | Edutech. Differentiated Instruction: Getting Personal with Technology. Agrega - Portada. Graphite | The best apps, games, websites, and digital curricula rated for learning.