background preloader

Floors — Pixel Press

Floors — Pixel Press
Bring your video game ideas to life, simply by drawing! Pixel Press Floors is changing the way we experience mobile games by letting anyone be the creator, publisher and player of their own video game. With our creator platform, you can literally draw your own video game – no coding required. By recognizing the shapes (“glyphs”) you draw on paper or in the app using our “Draw-in-App” tools, we instantly turn your level blueprint into a game that can be tested, designed, played – and most importantly, published to the “Arcade” where others can enjoy your level and you can track how many times it’s played. Is this a good fit for parents & teachers? Parents and teachers are already discovering amazing way to use our software to teach kids STEM focused learning principles – such as prototyping, design thinking, teamwork & collaboration, and user empathy. To learn more and become a part of the community, visit education.projectpixelpress.com. Related:  web toolsSerious Games

Ge Teach: comparare mappe geografiche Una risorsa davvero interessante per comparare mappe è Ge Teach. Si tratta di un'applicazione che consente di suddividere lo schermo in 2 parti e di visualizzare la stessa area geografica utilizzando rappresentazioni tematiche diverse. Potete ad esempio esplorare un continente, visualizzando contestualmente la carta fisica e quella dei climi, oppure decidere di visualizzare la carta della tettonica a placche, quella delle temperature e molte altre ancora. Ge Teach utilizza come layer le mappe API di Google ed incorpora tutti gli strumenti di disegno, demarcazione e misurazione con cui è possibile scrivere e apporre etichette direttamente sulle mappe. Ottimo strumento per abituare gli studenti al confronto di dati diversi nella lettura di una mappa geografica. Fonte: www.freetech4teachers.com/ Articoli correlati

Creative Computing | Download Scratch 3.0 is here! In celebration of Scratch 3.0, we are hard at work developing a new version of our Creative Computing Curriculum Guide to be released in early 2019! The new guide will be full of activities for exploring the intersection of creativity and computing. This edition of the full curriculum is available as Google Slides. Get the Scratch 3.0 version of the Guide! The Scratch 2.0 version of the Guide This guide was developed by members of the ScratchEd research team at the Harvard Graduate School of Education: Christan Balch, Michelle Chung, and Karen Brennan. We encourage you to use as much or as little of the guide as you like, to design new activities, and to remix the included activities. We are releasing this guide under a Creative Commons Attribution-ShareAlike license, which means that you are completely free to use, change, and share this work, as long as you provide appropriate attribution and give others access to any derivative works. Guide as PDF Workbook as PDF

6 Ways To Create Meaningful And Engaging eLearning Games: The ITyStudio Case - eLearning Industry How can you create engaging eLearning games? Well, when it comes to serious game development, there are often 2 main hassles faced by training managers: Instructional Design.How to create the learning material that will be published to the learners.Technical stuff.Setting up the graphical environment, inserting feedback, creating branching scenarios… Concerning the first element, we are going to cover the basics of instruction in this article. About the second one, you will discover the process that we use with ITyStudio, in order to create compelling and engaging eLearning games that drive results and high engagement rates. With this article, you are on your way to be educated and ready to create your first serious games for free. Happy reading! 1. When trying to create eLearning games, or even training modules in general, there is one basic but important question you need to ask yourself: Why are you creating this learning content? 2. 3. Great, we took care of the graphical part. 4. 5. 6.

MinecraftEdu Awwapp: uno strumento prezioso per il lavoro collaborativo Awwapp: che cos’è? Caricare immagini, disegnare a mano libera e scrivere su una lavagna virtuale interattiva che può essere condivisa ed utilizzata in contemporanea da più utenti? La soluzione è awwapp, software per pc, tablet e smartphone: gratuita, semplice e intuitiva. I modi per sfruttarla in ambito didattico sono tantissimi: dal disegno a più mani allo svolgimento di esercitazioni collaborative, dal brainstorming ad attività di scambio, analisi, confronto con persone fisicamente lontane, ecc. Come si usa. scrittura a mano libera (per la quale possiamo scegliere il colore e lo spessore del tratto)scrittura da tastieragomma per cancellareupload immaginiundo (cancella l’ultima azione)sposta la lavagnacestino Il lavoro può essere svolto a più mani, agendo anche contemporaneamente sulla stessa lavagna, grazie all’opzione “invite to board”: al creatore della lavagna viene fornito il link tramite il quale i collaboratori possono accedere alla schermata condivisa. Mi piace:

Kidsruby.com De la ludification des apprentissages à la narration transmédia Cet article est une adaptation du billet publié le 13 mars 2015 sur le site Sainte-Anne Technopédagogique. Le 11 mars 2015, lors d’un atelier de perfectionnement du Réseau d’enseignement francophone à distance (REFAD), Olivier Alfieri, chargé de projet multimédia au Centre franco-ontarien de ressources pédagogiques (CFORP), a prononcé une conférence éclairante pour apprendre à faire créer des narrations transmédias en classe. Il définit le transmédia comme « un univers narratif qui se décline sur des supports complémentaires », tels que : Le transmédia, c’est ouvrir différentes portes pour découvrir ou faire découvrir un monde. Dans cette approche, chacun des médias utilisé contribue à l’apprentissage. L’exemple favori d’Alfieri? En rédigeant [une nouvelle] sur le passé de la future méchante reine à la recherche d’un mari et sur cette fée qui lui a fait don d’un miroir magique.En alimentant le blogue tenu par le miroir magique. Ludification ou transmédia? Le jeu en enseignement Histoire

Publish Your Design - Lego builder save undo redo copy paste delete color group ungroup snap views grids share tips rotate current stop placement Place bricks: Select brick in right brick list, left click on view Stop placement: Press ESC Rotate brick: up/down/left/right arrow keys Select brick: Press ESC to stop placement. Downloading data... It doesn't appear your browser can support WebGL. Loading library... Loading part failed to load content. Saving your work... Failed to load design The model is saved. Failed to save the design. Please save your design first failed to load part. Name cannot be empty Loading category Ready There are unsaved changes in current model.

Visual Thinking Evolution VIM Adventures Comprendre la gamification dans la formation : la boucle d'engagement Qu’est-ce que l’engagement dans une formation ? L’engagement se définit par la volonté de consacrer à la fois du temps et de l’attention à une tâche. Parmi les facteurs de réussite d’une formation, l’engagement en est un parmi les plus importants. Des apprenants qui vous consacrent du temps mais peu de ressources cognitives pour comprendre votre message n’apprennent pas : c’est là la limite des formations obligatoires. Engagement et implication Comment obtenir de l’implication de la part de vos apprenants ? Comment transformer une “personne-cible” en un “participant” ? Issu du domaine du game design, le modèle de la boucle de l’engagement (engagement loop) donne des clés pour y parvenir. La boucle de l’engagement (tirée de la gamification) : principes La boucle de l’engagement est un outil issu du game design et entre donc dans le champs de la gamification. La boucle de l’engagement : les étapes La boucle de l’engagement se compose de trois éléments : la motivation, l’action et le feedback.

Related: