Understanding Fiscal Responsibility Because your kids deserve the very best educational apps. - appoLearning LEARN NC 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. Phelps — a professor and the founder and director of RIT’s Center for Media, Arts, Games, Interaction & Creativity (MAGIC) and the founder and former director of RIT’s School of Interactive Games & Media (IGM) — points out that, at the lower grades, teachers are frequently hamstrung when it comes to how much they can innovate, given increases in testing and regulations put in place over the last several years. Balancing Metrics with Real Engagement
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. Money Smart for Young Adults is: FDIC staff is available to provide technical assistance and to help facilitate partnerships among interested parties. Modules range from 90-110 minutes if taught in their entirety. A description of each of the eight modules follows: Money Smart for Elementary School Students
Responsive Open Learning Environments Connexions 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. Today, students are expected to pay attention and learn in an environment that is completely foreign to them. In the upcoming months we’ll be looking at how gamification can be used effectively in schools to help students feel engaged by their lessons. The fact remains that engaged students are better students. Secondly, before worrying about student engagement in a gamified classroom a teacher must also convince the school’s administration and the student’s parents that a gamified classroom is beneficial to learning. ￼Andrew R. The Gamified Classroom by Andrew R.
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. “One of the biggest challenges for advisors is how to connect multigenerationally with clients and their families,” William Chettle, chief marketing officer for Loring Ward, said in a statement. How to Make Personal Finance "Connect" With Young Adults.
OER Commons HippoCampus - Homework and Study Help - Free help with your algebra, biology, environmental science, American government, US history, physics and religion homework Game templates for teachers Feel free to use any of these templates in your classrooms. You create the questions and answers. The presentation does the rest. Save the game template into your file first. Then, you will be able to insert your questions and answers and play it from your file. Smarter than a 5th Grader (PPT ) Jeopardy (PPT ) Weakest Link (PPT ) Millionaire (PPT ) Password (PPT ) 20 Questions (PPT ) Hollywood Squares 1 (PPT ) Hollywood Squares 2 (PPT ) Wheel of Fortune (PPT ) NEED HELP DOWNLOADING: Mrs.