iTEC Scenarios, Design and Prototyping A scenario is a narrative that is used in iTEC as a medium to understand challenges and opportunities of advanced learning practices in European schools. Here is a list of all Scenarios that were created by Future Lab in the context of iTEC. The list includes brief descriptions of each scenarios, and starts with the most recent project cycle. Clicking on the name of the scenarios provides more detailed descriptions. Teachers are warmly welcome to comment on the Scenarios! Rating: 4.0/5 (1 vote cast)
The Defining Characteristic Of Early 21st Century Learning The Only Thing You Need To Be A 21st Century Teacher by Terry Heick Contrary to what you’ve probably read, you don’t have to be engaging to be a great teacher—at least not in any charismatic and charming sense of the word. Capzles – digital storytelling and presentation tool Capzles is an interesting digital storytelling tool that allows users to tell a story using pictures, video clips, audio tracks and text. Users are given the ability to place this media, called “moments”, together chronologically in a timeline. Creating a “Capzle” is easy via the website. You can upload photographs and videos or blog directly onto the site. You have a lot of control over the background colors and themes to be used with the capzle. Design Your Class Like A Video Game How Video Games Have Mastered Learning Engagement Terry Heick Agreeing on how to best establish what a learner understands isn’t simple — if for no other reason than understanding isn’t simple. Gamification and game-based learning (which are different, by the way: the former uses encouragement mechanics to promote engagement, while the latter uses video-games as core sources of learning material or cognitive action) is one response. By embedding diverse achievements into activities and assessments, learning progress can be refracted infinitely.
Inquiry-Based Learning: Developing Student-Driven Questions Defining Inquiry Inquiry-based learning, rather than presenting a set of facts, uses student inquiries, questions, interests, and curiosities to drive learning. This level of student involvement makes the learning more relevant, encouraging students to develop their own agency and critical thinking skills. The Inspiration Wildwood was already using inquiry-based learning to some extent, but things took off for them when, in Principal Mary Beth Cunat's second year, the school put on an Inquiry Fair. The event was similar to a science fair, where students demonstrated their personal inquiries/projects and results, some of which aligned with unit content and some of which drew from their own personal interests.
10 URLs to Find Out What Google Knows About You Google is much more than just a search giant. It is also home to many of your favorite products: Gmail, YouTube, and Chrome, just to name a few. Apart from that, it also offers many products to help you keep track of your data. Most of these are hidden deep inside the My Account dashboard, which many users don’t really know of.
Storytelling with Scratch <div class="greet_block wpgb_cornered"><div class="greet_text"><div class="greet_image"><a href=" rel="nofollow"><img src=" alt="WP Greet Box icon"/></a></div>Hello there! If you are new here, you might want to <a href=" rel="nofollow"><strong>subscribe to the RSS feed</strong></a> for updates on this topic.<div style="clear:both"></div></div></div> Scratch is a fantastic, FREE, creative program from MIT which can be used to create art, animations, games, music, simulations, stories and more. Gamification: What it is and Why it Matters Gamification is being implemented into elearning as more learning management systems, instructional designers, teachers, and organizations realize the benefit of including some form of game learning into their courses. To some, the idea of gamification is rather new, but it actually has been around in some form or another for quite some time. Thanks to some content developed by Mia MacMeekin, I was able to discover the origins of gamification, as well as the practical uses today. Gamification started as game theory, where a strategic decision-making module was first introduced to business and slowly evolved over time. From there, game-based learning came about, as teachers from all over the world began to use games like Monopoly, Scrabble, Life, Oregon Trail, and the like to teach various concepts.
8 Classroom Management Apps for Tech Savvy Teachers For teachers, the calling to make a difference in a student’s life is strong. But for many, the workload and burden overwhelms their ability to deliver a strong impact. Fortunately, education technology is here to lend a hand. In this post we will be looking at 8 apps tech savvy teachers can use to better manage their classrooms. These apps give the teachers a leg up in helping to keep track and be aware of each of their student’s progress, to help them get the students more actively involved in class, to better plan and create their lessons and a whole lot more.