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Biologypop- All about Biology

Biologypop- All about Biology

Kodable Reading With Pictures | We get comics into schools and get schools into comics Tabletop Whale KineScript Lite : Visual Programming Trying Out Gamification In the Classroom? These Tools Are For You Getting students actively engaged and learning by leveraging the power of gamification in the classroom is a hot trend these days. The idea of getting students learning, sharing, and laughing by using gamification shows great promise, to be sure. But where should you start in terms of finding the tools that will actually help you out? PBS Learning Media thought it might be useful to give you a little help in that department. Below are just a select number of useful apps and web tools that they’ve curated and know will help any classroom take a different approach to learning about some basic ideas. For example, Star Swiper is a very fun way to get younger students (pre-k through 2nd grade) clapping in order to get stars to appear. There are certainly a lot of innovative tools like this out in the wild. Top Gamification Tools Worth Trying 1) Star Swiper Give your young learners some counting practice with this fun, interactive game from the popular PBS KIDS program PEG + CAT.

Cato's Hike Lite: A Programming and Logic Odyssey Crack the Books Interactive Science Books - Mobile Education Store Crack The Books™ is a state of the art, interactive book series for upper elementary students. Developed in collaboration with top universities, scientists, educators and specialists, Crack The Books™ is the first standard based, core curriculum aligned digital book series that includes both interactive enhancements and universal design accessibility features. Designed for all students, from children with special needs to students who are academically gifted, Crack The Books™ gives educators a powerful new teaching tool to help students of all academic skill levels meet state standards for reading comprehension. Crack The Books™ are the first interactive books that can be adjusted for reading level. Students can experience all of the content presented to their classmates, while reading at a level that is appropriate to their ability. Designed to foster reading comprehension and student engagement, Crack The Books™ science books are written in a conversational and whimsical style.

Hopscotch: Coding for kids, a visual programming language Gamification in Education: Top 10 Gamification Case Studies that will Change our Future New to Gamification? Check out my post What is Gamification & my Gamification Framework: Octalysis Education Gamification in Action. There’s a lot of potential in the field of Education Gamification. If you ask children, “What is work?” Clearly there should be a way to help kids learn from what they do best – play. No longer viewed as a mundane process for presenting information while testing for retention and understanding, the modern educational challenge involves tasks of engaging students, stimulating their interests, retaining their attention, and maintaining a positive attitude in a nurturing environment. Key to these goals is the effort to maintain a rich communications environment that encourages feedback and reinforcement, not only between the instructor/teacher and students, but also between the students themselves. Education Gamification Example #1 – DuoLingo:Learn a language while translating the Web Each student gets an avatar which can be visibly displayed in ClassDojo.

Exoplanet Max & Ruby Science Educational Games Shout Science!

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