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Everfi - Online Financial Literacy Education Platform

Everfi - Online Financial Literacy Education Platform

Related:  Financial Literacy

Money Smart - A Financial Education Program Money Smart for Youth FDIC provides two instructor-led Money Smart curriculum products to teach young people, Money Smart for Young Adults (ages 12-20) and Money Smart for Elementary School Students (ages 5-8). The FDIC’s Money Smart for Young Adults curriculum helps youth ages 12-20 learn the basics of handling their money and finances, including how to create positive relationships with financial institutions. Equipping young people in their formative years with the basics of financial education can give them the knowledge, skills, and confidence they need to manage their finances once they enter the real world. Money Smart for Young Adults consists of eight instructor-led modules.

Game Freaks - XBOX360 modifications XBOX 360 Modifications and Repairs There are three types of modifications available for XBOX 360 - Drive Flashing, xKey Installation and RGH (previously known as JTAG). Flashing allows you to run backup disc on your XBOX 360 and the other two allow games to run off a hard drive. xKey can only run full XBOX 360 games off an external hard drive where RGH can run games either off your internal or an external hard drive. In addition to that, RGH also allows you to install and run Arcade games (usually only available through XBOX Live), DLC-s (downloadable content) as well as homebrew software like old consoles emulators. Prices:

Resources for Getting Started With Project-Based Learning PBL Defined and Clarified What the Heck is PBL? by Heather Wolpert-Gawron (2015) In project-based learning, students show what they learn as they journey through the unit, interact with its lessons, collaborate with each other, and assess themselves and each other. MERLOT Return to MERLOT II Home Page Search all MERLOT Select to go to your profile Click to expand login or register menu Select to go to your workspace Select to go to your Dashboard Report The Pros and Cons of Gamification in the Classroom There is growing acceptance of the use of digital games in the learning and discovery processes, whether to raise knowledge around school subjects, help business professionals master new skills or keep college students on course. Just where gamification will have its greatest impacts in learning — whether within K–12 or higher ed classrooms or other business or general user scenarios — remains to be seen. There is a great deal of participation among teachers within certain circles, Rochester Institute of Technology’s Andrew Phelps says.

Loring Ward Helps Parents Teach Kids About Money Teaching little ones about money can be difficult for even the most patient adults. There are hundreds of things more interesting to a kid than interest rates or 401(k)s, but since when do kids know what’s good for them? Parents and advisors who don’t know how to introduce important financial concepts to children can benefit from several online resources. Loring Ward Financial, a San Jose, Calif.-based RIA, published a guide on July 26 to help advisors show parents how to educate their young children about money. The 20-page guide, “Parents Guide to Kids & Money: Tips for Helping Your Children Get Off to a Great Financial Start,” is aimed at parents or grandparents of kids ages 4 to 13.

Creating a Game-Based Online Class One of the things that I like the most about the field of instructional design is the opportunity to think about that hard to quantify meta-level where you are teaching someone how to teach someone else. The most effective way to do this is to have your learner live the experience that you are trying to teach them to create. Unfortunately, the medium of a blog post does not permit me to teach you how to create a game-based curriculum by experiencing it. This adds a layer of complexity to my task, but one that is not insurmountable. It is my hope that you can follow these easy steps to design and implement your own game-based class in the near future.

4 Important Apps for A Paperless Classroom June 11, 2015 Planning a paperless classroom? Here are four important apps you should definitely consider. Using these apps will enable you to create and distribute assignments to your students, provide feedback on your students work, organize your classroom materials, conduct quick formative assessments via quizzes, polls or exit tickets, track grades, record attendance, create seating charts and many more. 1- Showbie- Paperless Classroom “With Showbie, you can quickly and easily assign, collect and review student work on your iPad, then provide rich feedback to your students by adding annotations, text notes and voice notes directly onto their documents.

Online: Curriculum Resources Find detailed information about thousands of teaching materials for K-12 math and science. Comprehensive catalog records describe each item in this database. Search Use a search engine and different terms to locate materials for your math and science classes. ENC collects and describes thousands of resources from hundreds of organizations and publishers.

The Gamified Classroom Part I: The Unique Obstacles Teachers Face Today’s 21st century students are not like their parents’ generation. Never before have we, as a civilization, experienced such a large generation gap — and the reason behind it is video games. Within the span of only one generation the world’s dominant form of entertainment has shifted from passive (TV, Novels, Comic Books, Theater, etc) to interactive. This represents a fundamental shift in individual interactions with the community, and other segments of society are struggling to keep up.

The City The City is a learning program developed by the Financial Consumer Agency of Canada (FCAC) and the British Columbia Securities Commission (BCSC). It teaches young people financial skills that they can carry with them throughout their lives. Use the Student Access if a teacher has asked you to do these lessons or if you just want to learn more about personal finances. Use the Teacher Access if you want to use these materials to teach a class. Does games based learning work? « One of the questions educators ask me about games is “Does games based learning work?”. It’s a reasonable question, but it’s not the what people mean. Firstly, I can’t begin to answer without also asking them in return “Is play a serious activity?”. Most people seem believe it is, and can cite numerous examples from their own lives. What they are really asking is “How could games based learning work in my context”. This is almost impossible to definitively answer, but we can find numerous arguments to say that it might already be working – we just need to be more conscious of where and when.

Insights- A New Educational Tool for Creating Paperless Interactive Lessons June 25, 2015 The popular educational app TinyTap has recently released a new tool called Insights. This is basically a data management tool to help teachers access real-time analytics on data related to classroom teaching such as which lessons students completed, how they scored on them and how they are improving. Insights is designed to help you engage your students, improve grades, and save valuable time. Here are some interesting video tutorials to help you make the best of Insights.

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