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WoWinSchool / FrontPage

WoWinSchool / FrontPage
This is a collaborative workspace for the development of instructional items for the use of MMORPGs, like World of Warcraft, GuildWars2 and others, in a school setting. Please take a moment to explore the various sections of the site and if you would like to contribute, please email Lucas Gillispie at lucas AT edurealms.com. The original focus of this project was to develop a curriculum for an after school program or "club" for at-risk students at the middle and/or high school level. All project materials, including a fully-developed language arts course, aligned to middle grades standards, is now available under a creative commons license here. PLEASE NOTE - All portions of this wiki are open and visible. -Lucas Gillispie, Project Founder and Lead Developer Current Status/News 10/4/19 - Sheehy - Honored to be bringing another group of HEROES into WoWinSchool! ut the State of Play! 6/8/15 - Sheehy - Greg Toppo has been visiting my school for years— literally years. Here's my favorite!

Three Working Models to Integrate Technology in Your Teaching May 6, 2014 Technology is obviously an essential element in our instructional toolkit. Knowing how and when and for what purposes to use this technology is much more important than the technology itself. Technology integration in instruction requires much more than just digital literacy and technical knowledge, it requires foresight, clear intentions, and well planned goals. The purpose is to meet students learning needs and as such technology is only a means to an end and not the end itself. An important step in the process of effective integration of technology in education is having a pedagogical approach supported by a theoretical framework to ground your technology practices inside the classroom. 1- SAMR model SAMR is a framework through which you can assess and evaluate the technology you use in your classroom. Augmentation Though it is a different level, but we are still in the substitution mentality but this time with added functionalities. 2- TPACK model

SimCityEDU | Create & Share SimCity Learning Tools Ten Educational Gaming Sites… Formative Experiences For Elementary Core Learning Welcome to another informative post dedicated to learning in the 21st century. I dedicate this post to a wonderful group of teachers I have in an on-line graduate level class in the state of Indiana. I have been learning so much from them as together we have studied technology integration in the elementary school. I decided to search cyberspace for some free games created to promote the core curricula in the elementary grades. What could be better than free computer games for elementary students? 1. 2. 3. 4. 5. 6. 7. 8. 9. Primary Games – As the site proclaims… “A fun place to learn”. Well, there you have it… ten educational gaming sites that promote formative learning experiences in the elementary years. Like this: Like Loading...

MinecraftEdu :: Home Top 10 Social & Mobile Educational Games That Make You Smarter The Hague, The Netherlands (PRWEB) September 12, 2012 Gramble’s mission statement is ‘to make the world a better place through social gaming’, so it’s no surprise that Gramble has an interest in educational games. “Gaming can be productive, educational, and time well spent,” says Gramble CEO and co-founder Adam Palmer. “We all know students will spend many hours on their devices playing games anyway, so we are happy to offer some ideas for games that are not only fun but can also help make you a little smarter.” Here’s Gramble’s top-ten list of social and mobile games to learn from: 1- Apparatus (Engineering/Math/Problem Solving) Using the laws of mechanics, players build complex machines to perform simple tasks. 2- Words with Friends (English/Grammar/Spelling) Players take turns forming words horizontally or vertically on a Scrabble-like board trying to score as many points as possible for each word. 9- Where in the World is Carmen Sandiego? About Gramble

5 Online Tools to Help Combat Plagiarism All K-12 educators know how students are complaining about the piles of homework they get. If you ask for their opinion, teachers will tell you that they don't assign more homework than students can handle, but they do have trouble convincing them to pay attention to even the simplest assignments. All students complain when they need to write an essay. You can never be sure whether or not a student has worked on an assignment all by him- or herself, but at least you can be sure that the content is unique. Verifying Your Suspicions There are many plagiarism trackers online, but some of them are too expensive and others are ineffective. First Step: Google It Cost: free As an educator, you already know how your students think and write, so any extraordinary sentence should seem suspicious. The first thing you can do when checking a paper is a quick Google search. PlagTracker Cost: $9.95PlagTracker takes your plagiarism check two steps above. DOC Cop The Purdue OWL WCopyfind

Katie Salen on the Power of Game-Based Learning (Big Thinkers Series) Student: It's really cool school. I've never gone to a school quite like it. Student: Well, we get to design games and play each other's games, so instead of just doing work, work, work all day. Student: Well, we have the basic classes of a school, but we gave them different names, like math is called Code World. Student: We learn everything that all the other schools learn. Katie Salen: My name's Katie Salen and I wear a couple of different hats. Quest to Learn is a new sixth grade through twelfth grade public school that opened in New York City in Fall 2009, and it's a school that has the tagline, school for digital kids. So it's a school that from the ground up has been designed to leverage the kind of digital lives of kids, and it also looks at the notion of how games work as learning systems, and it's developed a pedagogical approach that delivers what we call game-like learning. Student: And then you have two goals, but one of them is impossible to get to. Teacher: Okay.

Stretch Your Digital Dollar — Affordable strategies to bridge the digital divide.

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