5 Ed Tech Resources I Used While Working in a Low-Income Class — Emerging Education Technologies This past year I worked for a public school in New Orleans. More than 80% of my students received free or reduced lunch and the school in general was under-resourced compared to the average U.S. public school district. Often times low-income classrooms lack resources that include anything from textbooks, to craft supplies, to a lack of technology. Here are five resources I used in my class last year that turned up my learning a notch, and saved me from extra hours of figuring things out for myself: 1. Pinterest for Educators The 10 Free Tech Tools Your Class Should Be Using Classroom Tools | Feature The 10 Free Tech Tools Your Class Should Be Using By Andy Jeter07/22/13 Even the most tech savvy teachers face challenges when it comes to selecting and implementing the right tools to enhance instruction. One of the biggest: Engaging students in rigorous and relevant learning using tools they’re already accustomed to amidst the ocean of potential distractions provided by the web. Overcoming this obstacle requires developing fresh and exciting projects that utilize these tools.
Front Page Get Started Follow these simple steps to build your first app. Tutorials Step-by-step guides show you how to build all kinds of apps. Teach Apps for Autism: Using Game Mechanics to Learn and Grow - Gamification Co Imagine for a moment that you had no internal volume control. Everything you saw, heard, and felt was perceived by your brain at equal intensity–from the birds singing outside your window and the dripping of the faucet to the person giving you instructions. Imagine that you were unable to prioritize this information, to sort out the unnecessary or redundant images to focus on the information central to your needs and purposes. If you can do this, you’re on the start to understanding what a person with autism experiences on a daily basis. Yuan Kai, an art student at Edinburgh College of Art, understands this. She has contributed designs to Find Me, a free iPad app that uses game mechanics to teach autistic children develop the skills to filter out distracting input and focus on social interaction.
Microsoft SharePoint Gets Gamified with Badgeville Badgeville for SharePoint, launched today, is the world's first solution to reward adoption of SharePoint's key features for employee collaboration. Helping companies derive the transformative value they always wanted from their Microsoft SharePoint investments, the connector applies proven Game Mechanics and Reputation Mechanics that deliver a more engaging experience for SharePoint users. Microsoft SharePoint 2010 provides a robust set of collaboration applications, including wikis, blogs and documents, improving company-wide knowledge sharing and the ability to serve customers. Integrating The Behavior Platform's smart gamification elements with SharePoint functionality, companies can measure, influence and reward key user behaviors inside SharePoint that improve knowledge sharing, document management and social collaboration. For more information on how Badgeville for SharePoint can make your company more collaborative and social, please contact firstname.lastname@example.org.
The game machine W2L Info Published on December 1st, 2013 | by What2Learn Are you looking to make your own study game? At What2Learn you can quickly and easily create an incredibly wide range of interactive learning activities including hangman games, quizzes, interactive word searches, extended writing activities and much more. New: 10 of the best Apple and Android apps for education in 2013 Last year we presented “New: 10 of the best Apple apps for education in 2012,” which highlighted some of the best apps for iPhones and iPods. However, with new upgrades in touch technology, and the emphasis on Common Core State Standards and school reform in general, we’ve come up with a new list of the best Apple- and Android-based education apps for 2013. This year’s list includes some of the most highly rated apps, both by educators and by parents, and features a range that spans from interactive iBooks to current images of the universe, and from free video software to award-winning STEM curricula. For every app we’ve listed, we’ve included a brief description, device compatibility, suggested use, features, price, and a link to a more in-depth summary with an option to purchase on iTunes or Google Play.
Presentation Software that Inspires General Use Restrictions. Giant Thinkwell provides content and other services through the Service. Certain information, documents, products and services provided on and through the Service, including content, trademarks, logos, graphics and images that are not Presentations (as defined below) (together, the "Materials") are provided to you by Giant Thinkwell and are the copyrighted work of Giant Thinkwell or Giant Thinkwell's contributors. The Service also provides, among other things, an online marketplace (the "Marketplace") where you can browse and acquire content and services for use in your Presentations ("Marketplace Items"), which may be subject to third party rights, license agreements, or obligations. In addition, Giant Thinkwell may make certain applications available to you on the Service for use that may assist you in developing or managing Presentations (the "Software").
The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial Adolescents suffering from depression can benefit just as much from specialised computer therapy as they do from one-to-one therapy with a clinician, a study published on bmj.com finds. Depression is common in adolescents, but many are reluctant to seek professional help. So researchers from the University of Auckland, New Zealand, set out to assess whether a new innovative computerised cognitive behavioural therapy intervention called SPARX could reduce depressive symptoms as much as usual care can. SPARX is an interactive 3D fantasy game where a single user undertakes a series of challenges to restore balance in a virtual world dominated by GNATs (Gloomy Negative Automatic Thoughts).
“This Game Sucks”: How to Improve the Gamification of Education (EDUCAUSE Review Sarah "Intellagirl" Smith-Robbins (email@example.com) is Director of Emerging Technologies and a faculty member at the Kelley School of Business at Indiana University. With this issue of EDUCAUSE Review, she begins a one-year term as Editor of the New Horizons department. Comments on this article can be posted to the web via the link at the bottom of this page. "Focusing on the ways that entertainment technology engages us can result in methods that we can transfer to any learning situation." Gamification. 11 Quick and Amazing ways to use PowToon in your Classroom by PowToon! I recently read a study on creativity that blew my mind: “A major factor in creativity is education: not whether you had a “good” or “expensive” or “public” education, but whether you were encouraged to develop your creativity starting at an early age and continuing throughout your school years.” – Adobe.Inc We saw this first-hand, when Edson Tellez, a volunteer teacher in rural Mexico, wrote to us about how PowToon changed the way his students viewed the world, “they’re getting more creative, more receptive, and more dynamic in each class.”
AdobeEducation Exchange About the Train the Trainer Course Overview The Train the Trainer course is a ten-week online course designed to equip education trainers worldwide with the knowledge, skills, and tools to successfully design and deliver effective and engaging Adobe professional development workshops. Upon course completion, participants will be able to design professional development sessions that empower and inspire students, teachers, and faculty to foster creativity and design innovative digital media. Throughout the course, participants will