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10626. HANDS.ON FAMAGUSTA - “Imagine Famagusta! Encouraging common visions for a post-conflict city” Education - Best Practices on Non-Violent Conflict Resolution in & out of school. ESTANDARES BASICOS COMPETENCIA CIUDADANA. Learning Lens. Overview In collaboration with an interdisciplinary team of assessment specialists, learning scientists, K12 educators, educational technologists, and informal science educators, GameDesk is undertaking a research project to develop and implement the Learning Lens, a mobile assessment tool that enables educators to capture observations and design assessments around unique and emergent 21st century learning experiences such as project-based learning, games, apps in class, and DIY/Maker activities.

Learning Lens

PEACE EDUCATION. 5 Apps to Boost Collaborative Learning - Ferndale, MI. Eagledown. ESCUELAS DE PAZ. Home. Sonidos contra la guerra, Agenda - - Últimas Noticias. El escenario era imponente desde su sencillez simétrica: dos pianos de cola de color negro, uno enfrente del otro, las colas que encajaban como dos piezas de un rompecabezas.

Sonidos contra la guerra, Agenda - - Últimas Noticias

La sala de conciertos de la biblioteca Luis Ángel Arango, llena –la boletería agotada-, recibía entre cautos aplausos al dúo Amal. El primero de cuatro conciertos de dúos que se verán en la BLAA. El concierto tenía además un gancho coyuntural: Bishara Haroni es palestino, Yaron Kohlberg es de Israel. Dos pueblos en conflicto unidos por la música. A ellos les molesta que en el año 2014 eso todavía sea un tema. Haroni tenía 7 años cuando quedó fascinado por el sonido del piano y convenció a su padre de que le consiguiera un teclado para aprender. Kohlberg creció en Jerusalén, donde tuvo una infancia que recuerda como feliz, a pesar de sentir la sombra del conflicto desde muy joven: la joven que lo cuidaba a los seis años, murió a dos cuadras de su casa cuando él tenía 8 años.

Tocaron juntos por primera vez en 2008. Turning Tables. Let's Innovate Against ISIS  German poet Friedrich Hölderlin once wrote, "But where the danger is, grows the saving power also.

Let's Innovate Against ISIS 

" Much has been made of the Islamic State in Iraq and Syria (ISIS)'s technological prowess--its slick recruitment videos on Al Hayat, its glossy pages in Dabiq magazine, and its endless volley of grisly tweets from the towns they "liberate. " The ISIS trope now reads: Technologically savvy terrorists leverage social media to recruit youth, who, lacking jobs, economic opportunity, and dignity, take up arms and fight alongside extremists in hopes for a better future. However, in focusing on the dangers of technology in the Middle East, the world seems to have forgotten its saving power. Today, technology is finding its way into the hands of men and women throughout the region, creating a new generation of Middle East entrepreneurs ready to make their mark on the world.

Estas son las cinco propuestas ganadoras de aplicaciones móviles para la construcción de paz. 05 de diciembre de 2014.

Estas son las cinco propuestas ganadoras de aplicaciones móviles para la construcción de paz

PeaceGame: Peacemaking in an Era of Violent Extremism. The Premier Online Debate Website. Peace Education Program. Peace education in post-genocide Rwanda. Lyvoices. Dr. Michael L. Best - Welcome. HIstory Education. United Nations Alliance of Civilizations (UNAOC) Create UNAOC is a global competition co-organized by the United Nations Alliance of Civilizations, the Learning Games Network, and the MIT Education Arcade in search of mobile apps and games that can enable new avenues for intercultural dialogue.

United Nations Alliance of Civilizations (UNAOC)

The 5 winners of the Create UNAOC 2012 challenge were announced on January 22, 2013. They have been awarded $5,000 each to support the development of their apps/games into full-fledged applications for mobile and tablet devices. Read more about the winners and download their apps here. Recurso educativo 102875. Methodology « What We Do. Everything we do at Soliya combines best practices for constructive dialogue with innovative use of new media technologies to shift the way societies resolve their differences from a confrontational & coercive approach to one defined by cooperation & compassion.

What We Do

Exchange 2.0 is the primary way we are doing that, based on the belief that, in the 21st Century, it should become the norm for students to have a profound cross-cultural experience as part of their education, whether it is in person or online. We have established an Exchange 2.0 Coalition with key partners to collaboratively make that vision a reality. The Connect Program is our flagship program that demonstrates the potential of Exchange 2.0.

It is an online cross-cultural education program that has been implemented in over 100 universities in 27 countries across the Middle East, North Africa, South Asia, Europe and North America since 2003. Agreedis - Solve the World's Problems! Gone Home: A Story Exploration Video Game. Papers, Please. GameDesk. Overview Dojo is an immersive biofeedback game designed to help players recognize changes in their physiological and emotional condition and learn to regulate different emotions in a variety of scenarios over time.


The game is geared towards young people who may be inclined to impulsively respond to stressful situations and who struggle to regulate their emotions. The game has historically served urban high school students, youth within or coming out of the juvenile justice system, and students with emotional management and anger management needs. The goal of Dojo is for players to learn to control their physiological reactions. Game interactions and challenges provide players practice and support for regulating their emotional reactions. Features. Buffalo. Co - Cambio De Juego. PeaceMaker - Play the News. Solve the Puzzle. Welcome To The Body Mapping Project - Página de inicio. Hacer La Pazes sur Twitter : "Bien por la Javeriana y su programa prosofi que une a los estudiantes ennla construcción de comunidades sostenibles. The Gaming Challenge. Will UNESCO MGIEP own the final game?

The Gaming Challenge

UNESCO MGIEP will own the final game, but will exercise flexibility on matters related to joint ownership and intellectual property. However, all related issues will be discussed individually with the shortlisted teams.