Step by Step - How to Gamify any E-Learning Course Over the last few months I have been trying to find a way to beef up my Video based courses, to create engagement and motivate learners. I have quizzes, activities, discussions, peer review projects, case studies and additional resources already included in my courses. But like many other online instructors, I find it a challenge to keep my students motivated and engaged. When We Worry About Screen Time, Are We Worrying About the Wrong Thing? A customer displays his newly purchased iPhone outside an Apple store in New York City. French anti-racism groups have dropped anti-Semitism suits against Apple after it withdrew a "Jew or not Jew" iPhone app from its online stores worldwide, the groups' lawyerhas told AFP. Screen time. Just the phrase tightens the chests of well-intentioned (and helicoptering) parents everywhere.
A Task-based approach This article also links to the following activity. Try - Speaking activities - Task-based speaking - planning a night out Present Practice Produce The problems with PPP A Task-based approach The advantages of TBL Conclusion Teacher's Guide to Socrative 2.0 Socrative is a smart student response system that empowers teachers to engage their classrooms through a series of educational exercises and games via smartphones, laptops, and tablets. Socrative is designed in such a way to help teachers make classes more engaging and interactive.It also helps teachers initiate activities and prompt students with questions to which students can respond using their laptops or smartphones. The good thing about Scorative is that it can run on any kind of device with internet connection: iPads, iPods, laptops, smartphones so students will never miss out on any learning acidity. Some of the things you can do with Socrative include : Here is a very good and simple step by step guide created by the folks in Socrative to help teachers and student tap into the full potential of Socrative 2.0.
The Move is On! From the Passive Multimedia Learner to the Engaged Co-creator Despite the promise of great things, the actual integration of information and communication technologies (ICT) in education has led to dashed hopes and myth-making with regard to their potential for improving learner motivation and achievement [1, 2]. The integration of ICT in education has also led to a polarization among educators, creating "techno-enthusiasts" who boldly support the integration of educational technologies by default , and "technophobes" who oppose their integration on a variety of grounds, be they pedagogical, technological or resource-based . Such a polarization usually stems from an overly techno-centric vision  that expects technology will automatically produce pedagogical benefits without taking into consideration all of the components in a given learning situation [6, 7] or learning activity . Using ICT to Foster Learning Learning does not occur in a vacuum.
The SAMR Model is Missing a Level – A.J. JULIANI One of the most often used models for technology integration in education is the SAMR Model. Here is a quick overview for those that may not be familiar: It starts with S for Substitution. Technology can substitute but the functionality stays the same. Writing on a chalkboard is the same function as writing on a whiteboard and writing on an overhead projector and smartboard (as long as all you are doing is project words and diagrams onto a board). A is for Augmentation. Devotedly Digital That’s the reason why sometimes I’m feelin’ under;That’s the reason why sometimes I’m feelin’ down;There’s no wonder why sometimes I’m feelin’ under;Gotta keep my faith alive till love is found; now ask yourself:Where is the love?Where is the love?Where is the love?Where is the love?
Gamefinder - BrainPOP After the Storm: Day One A hurricane has just hit the city of Port Douglas. As editor-in-chief of an online magazine, can you help the residents weather the storm? after__005fthe__005fstorm__005f__005fday__005fonereadingresearchmain__005fideawritingpre__002dwritingsentencesfactsopinionsparaphrasingnewsnewspapermediajournalismreportingreportersessayoutlineeditingenglish__005fgameenglish__005fgameliteracy__005fgameliteracy__005fgameclassroom__005fincgamegamesmedia__005fliteracyreading__005fskillsresearchmain__005fideatypes__005fof__005fwritingwriting__005fin__005fsequenceprewritingstrengthening__005fsentenceswriting__005fprocessfact__005fand__005fopinioncritical__005freasoningparaphrasingonline__005fsourcesoutlinesnote__002dtaking__005fskillsthemeconducting__005fan__005finterviewgame_name_after__005fthe__005fstorm__005f__005fday__005fone American Revolution Timeline
Six Ways To Motivate Students To Learn Scientific research has provided us with a number of ways to get the learning juices flowing, none of which involve paying money for good grades. And most smart teachers know this, even without scientific proof. 1. Fine-tune the challenge. We’re most motivated to learn when the task before us is matched to our level of skill: not so easy as to be boring, and not so hard as to be frustrating. Deliberately fashion the learning exercise so that students are working at the very edge of your abilities, and keep upping the difficulty as they improve.
4 Different Visual Guides To Bloom's Taxonomy I recently received a question from a reader who wasn’t clear about what exactly Bloom’s taxonomy is. It got me thinking that perhaps not everyone is a Bloom’s taxonomy expert, and a little bit of a refresher might be helpful. In later posts, we’ll look at a variety of iterations and interpretations of the traditional Bloom’s graphic, along with apps and tools that address Bloom’s objectives in our modern classrooms. In a nutshell, Bloom’s taxonomy is a grouping of educational objectives that first came about in 1956 in an attempt to classify educational objectives.