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Crayon Physics Deluxe

Crayon Physics Deluxe
Related:  Gamification, Gbl, Education

ADRIFT: Create your own Interactive Fiction Logiciel Interwrite Workspace LE - Vidéoprojecteur Interactif CONTENU ÉDUCATIF INTERACTIF Leçons, ressources et outils pour créer des cours interactifs. Comme le logiciel Interwrite Workspace LE est très utilisé en France, il existe de nombreuses ressources en libre accès sur le Web ainsi qu’un grand nombre de tutoriels (didacticiels). OUTILS D’ANNOTATION Ajoutez des notes et annotations à vos leçons avec les outils du logiciel Interwrite Workspace LE tels que les stylos, les surligneurs, tampons, etc. CAPTURE D’ÉCRAN Il est possible de capturer n’importe quel contenu affiché à l’écran en un clic ou deux. OUTILS DE FOCALISATION Les outils projecteur, rideau et loupe vous permettent de centrer l’attention sur les éléments importants de la leçon, de cacher une partie de l’écran… ENREGISTREMENT ET LECTURE Créez facilement des contenus multimédia compatibles avec tous les logiciels. SAUVEGARDE, IMPRESSION ET MESSAGERIE Sauvegardez, imprimez et envoyez par messagerie électronique vos leçons et toutes vos notes de classe.

Gamification, 10 buoni esempi di aziende che giocano Fabio Viola«I giochi a oggi sono il miglior strumento mai inventato per motivare le persone e incollarle a uno schermo: ecco perché le aziende utilizzano sempre più spesso la gamification per aumentare l’engament con i propri utenti/clienti, rafforzare la loyalty al brand, migliorare processi e rendere meno noiosi alcuni compiti». A parlare è Fabio Viola, esperto di gamification, game designer, autore del blog gameifications.com, coordinatore didattico del master in Engagement & Gamification dello IED Milano e membro del comitato scientifico del master in Gamification dell’Università Tor Vergata a Roma. Un guru della materia, insomma, che ci tiene a sgombrare subito il campo dalle definizioni non corrette del termine gamification. A Fabio Viola, che è stato anche ospite di EconomyUpTv (GUARDA LA VIDEOINTERVISTA), abbiamo chiesto di raccontarci dieci casi in cui le aziende hanno utilizzato la gamification con efficacia. Ecco la sua lista. Zombies, Run! English Attack! quant’altro.

Utilisation du TBI en classe de langues - [Site des langues vivantes de l'Académie de Toulouse] Il me semblait important de revenir sur ce matériel après une année d’utilisation et de manipulation sur plusieurs points. L’avancée de la réflexion quant à sa place dans le cours de langue Quelques utilisations « pédagogiques » (en pièces jointes) Tout d’abord, il me faut préciser que dans notre lycée nous n’avons pas un TBI ou TNI dans chaque salle de langues mais certaines seulement en sont équipées. Dans un premier temps, on comprend facilement que le TBI va occuper une nouvelle place dans la classe. Dans un second temps, il nous faut être prudent et bien garder à l’esprit que c’est un outil qui doit trouver sa place en nous apportant une plus-value pédagogique dans nos séquences. L’utilisation du ‘rideau’ ou du ‘projecteur’ pour travailler l’anticipation La fonction « boite textes » pour la conception d’énoncés ou les activités de compréhension écrite L’insertion de documents audio pour des activités de phonologie, de compréhension orale

The Guide to Digital Games and Learning | MindShift | KQED News | KQED Public Media for Northern CA MindShift Guide to Digital Games and Learning How can games unlock a rich world of learning? This is the big question at the heart of the growing games and learning movement that’s gaining momentum in education. The MindShift Guide to Digital Games and Learning [PDF] explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use. The MindShift Guide to Digital Games and Learning started as a series of blog posts written by Jordan Shapiro with support from the Joan Ganz Cooney Center at Sesame Workshop and the Games and Learning Publishing Council. Here's a preview of the table of contents: Introduction: Getting in the Game (Page 4) An overview of games in the classroom from Katie Salen Tekinbaş, executive director of the Institute of Play. What the Research Says About Gaming and Screen Time (Page 6) Much of the research around digital games and screen time is evolving.

Augmented Reality in Education | Işıl Boy's Blog String Augmented reality is a 3D learning environment which connects real and virtual world. It provides interactive tools for learning, and fosters informal learning. Besides, augmented reality increases motivation and engages learners. Above all, augmented reality is good for kinesthetic learners; it enables learners participate interactively with computer generated simulations. My Top 3 Augmented Reality Apps: Quick Writer: is a text editor which enable you to watch things while you are typing. Digital Storytelling with Augmented Reality: Zooburst: is a digital storytelling app that lets you create your own 3D pop-up book. How to Create Augmented Reality: You can create augmented reality with Metaio! Some Articles on Augmented Reality:

3 Steps to Creating an Awesome Virtual Museum in Class You're spending an afternoon browsing the exhibits at an art museum. If you're anything like me, you'd probably appreciate the art a lot more if you could bring someone along that could explain the history and nuances of the pieces on display. Now imagine pointing a device at the painting and seeing it morph into a dynamic video giving you all the information you wanted about the art. Welcome to augmented reality. Virtual reality replaces the real world with an artificial, digital environment. In contrast, augmented reality alters your view of the real world by layering it with associated digital information. The Virtual Museum I've worked with teachers at several schools to created virtual museums - student created exhibits that use augmented reality to display student videos when a device is pointed at an exhibit. We used a popular augmented reality app called Aurasma. Visitors were sent an email asking them to download the free Aurasma app and bring their device. A. B. C. Sam Gliksman

Mission Oceans Build-A-Body Overview Learn about the body's systems with this drag and drop game. Choose organs from the organ tray, and place them in their correct position within the body to create organ systems. Build-A-Body is a drag and drop game where players are tasked with assembling an organ system from a set of organs. How to play Build-a-Body Choose organs from the organ tray, drag and drop them in their correct position within the body to build each system. Teaching with Build-a-Body Build-a-body is an awesome tool to introduce and teach concepts of human anatomy and human physiology. Early Childhood Education with Build-a-Body Where does my food go?

The Coop Times All stories written in this game are automatically published to The Coop Times newspaper - read them here. By Adam Carr - @2HitAdam with special thanks to Omeed Dariani, Jola Pez and Matt Carr for submitting extra prompts! Music "Big Fish" and "Full Hand" by playonloop.com CC BY 3.0 If you've enjoyed my game and it's within your means, please consider giving back <3 I'm near broke at the moment, and donations help me keep making these games! So you wanna be a journalist, huh? You play as a journalist trying to get a piece out before a deadline. More games by 2 Hit Studio

Tools for Educators - free worksheet templates, printable game templates, 100% customizable worksheet makers with images! 20 Serious Games For School This content has been archived. It may no longer be relevant Rather than being designed for entertainment, serious games are made with a specific objective in mind. In education, this includes games designed to teach students a specific set of skills or an important concept. Instead of simply placing users in a fantasy world, they are provided with real-life experiences and scenarios, making the learning that takes place within the game extremely relevant. These 20 serious games are some of the best examples of serious games that could easily be adapted for the classroom. Social Studies/History Past/Present is an interactive history game designed for students in grades five through eight. English/Language Arts Math/Business Science Health/Physical Education GoVenture Health takes the form of an interactive textbook, allowing students to interact with parts of the body as they learn.Zamzee measures students’ physical activity in a way that encourages them to get up and get moving.

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