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Classcraft makes the classroom a giant role-playing game

Classcraft makes the classroom a giant role-playing game
Shawn Young has a class full of warriors, mages, and healers. Warriors get to eat in class, mages can teleport out of a lecture, and healers can ask if an exam answer is correct. But this isn’t some Dungeons & Dragons-style fantasy. This is education as it’s happening for over 7,000 kids in more than 25 countries right now. Young, a high-school physics teacher, has been developing and refining Classcraft, his classroom-based role-playing game for the past three years, and he says it creates a collaborative and supportive learning environment that can help turn around students who are failing. Currently a free service, Classcraft will introduce a pay structure this fall that embraces the free-to-play model more commonly seen in mobile apps and online games like League of Legends and Runescape. Playing in class If you’re a gamer, being in Shawn Young’s physics classroom sounds like a blast. Above: The different classes in the game balance to encourage teamwork. Image Credit: Classcraft

Four Essential Principles of Blended Learning As schools become more savvy about blended-learning tactics– the practice of mixing online and in-person instruction — guidelines and best practices are emerging from lessons learned. Here are four crucial factors to keep in mind as schools plunge in. The single biggest piece of advice offered by most blended learning pioneers is to have a cohesive vision for how the technology will enhance specific learning goals, how it will ease the burden on teachers, and how it can make both teachers and students more creative learners. A big part of creating that vision is having strong leadership at all levels. A district superintendent who sees the value in a model will help remove old policies that inhibit the work. A strong leader will remove barriers, support professional development for teachers, celebrate successes and help move past challenges. Equally important is to have that same kind of visionary leadership from principals and teachers willing to lead by example in the classroom.

Why Teachers Are (And Aren't) Using Educational Video Games One of the more popular trends these days has been the influx of video games into education. They provide a user experience that’s familiar to most students, interactive, and usually quite fun. So it’s win-win, right? Not quite. A new infographic from Online Courses spells why teachers are (and aren’t) using video games in the classroom. Low Performing Detroit Middle School Eliminates Grade Levels, Goes Blended “I’m a level 11 in math, and a level 9 in English, but I’m trying really hard to move up,” I heard from a student who I believed to be a 5th grader. Huh? In July 2013, Matchbook Learning, a national K-12 school turnaround nonprofit, partnered with Burns to bring up scores and graduation rates by using a student-centered learning approach. And one major facet of that? Individualized learning that brought an end to K-8 grade levels in mathematics and English language arts. The history behind Burns and Matchbook It’s a tough situation: a 2013 NAEP report shows that urban students in Detroit performed the worst out of 24 U.S. cities on the Trial Urban District Assessment (TUDA), and within that Detroit community is Burns Elementary-Middle School. Back in 2009, the state of Michigan passed a district takeover in Detroit (similar to the TN ASD). “In the state of Michigan last year (2012-2013), as far as middle schools go, Burns fell dead last,” explains Assistant Principal Jamelle Settles. 1.

L'utilisation du numérique et des Tice à l'École Vers une généralisation du numérique à l'École Espaces numériques de travail : vers un déploiement généralisé Un espace numérique de travail (ENT) est un ensemble intégré de services numériques, choisi, organisé et mis à disposition de la communauté éducative d'une ou plusieurs écoles ou d'un ou plusieurs établissements scolaires dans un cadre de confiance. L'ENT offre des services : pédagogiques : cahier de texte numérique, espaces de travail et de stockage communs aux élèves et aux enseignants, outils collaboratifs, blogs, forum, classe virtuelle, etc.d’accompagnement de la vie scolaire : notes, absences, emplois du temps, agendas, etc.de communication : messagerie, informations des personnels et des familles, visioconférence etc. Élèves, parents, professeurs, personnels administratifs peuvent accéder à ces espaces numériques de travail depuis n'importe quel matériel connecté à internet. Depuis la rentrée 2016 : Ressources et usages du numérique à l’École Des programmes adaptés

Microsoft Research Launches Code Hunt Game to Teach Programming Microsoft Research today launched Code Hunt, a browser-based game for anyone interested in learning how to code by playing. The premise is straightforward: the player must write code to advance in the game. The built-in tutorial introduces you to the game: Greetings, program! You are an experimental application known as a CODE HUNTER. Code Hunt uses puzzles, which players explore by means of clues presented as test cases, and encourages players to iterate on their code to “capture” it. Instead of presenting you with a problem and comparing your solution to a set of fixed test cases, Code Hunt presents an empty slate and a set of constantly changing test cases. Let’s be honest, learning certain aspects of programming can often be a long and arduous journey. Code Hunt is based on Pex, Microsoft Research’s implementation of dynamic symbolic execution (analyzing a program to determine what inputs cause each part of a program to execute), and runs on Microsoft Azure. Here is the abstract:

How Are Serious Games Reinventing Businesses? I had a chance to sit down with Luke Hohmann, founder of Conteneo, Inc. and creator of Innovation Games® and Knowsy® to discuss how serious games are changing Sales and Marketing teams at major brands. The following is a transcript of our conversation. PD: Talk a little bit about what is a “serious” game. How does that differ from just a game? LH: A serious game is a game that we play to solve a business problem as opposed to any other kind of game typically played for entertainment purposes. PD: Why are they becoming so popular? LH: The reason serious games are becoming so popular is because we’re learning that when people are playing games, their brain is literally in a different state. We’re finding we can take some of those feelings of positivity that occur when people accomplish a goal and put them into a work context. That’s similar with Knowsy in the sales context. PD: Let’s go into some examples of how sales teams have solved potential business problems. image: games/shutterstock

Presenter 10 Enables on-Demand eLearning « Rapid eLearning | Adobe Presenter Blog inShare0 Adobe Presenter 10 is an eLearning authoring toolkit that helps you create show and tell video lessons for classroom teaching, distance learning, flipped learning and MOOC sessions. Using Adobe Presenter 10 you can simultaneously capture your screen content and your webcam video. On Windows, Adobe Presenter 10 acts as a plugin to Microsoft PowerPoint. The simple added ribbon will allow you to turn your PowerPoint slides into interactive eLearning with out-of-the-box assets and eye-catching quizzes. Publish in HTML5 for Tablets One of the most exciting enhancements in Adobe Presenter 10 is that now you can easily publish your learning content for tablets. Easily Create Pro Quality Videos for Flipped Learning and Training Both the Windows and Mac versions of Adobe Presenter 10 include a video creation tool called Adobe Presenter Video Express. Check out the video demo above to learn how easily you can create videos with Adobe Presenter 10.

Danone - Dino et le monde des connaissances Adobe Voice: A Happy App for Making Explainer Videos You know Adobe, right? This is the company that makes extremely complex software for professionals. This is the company whose flagship product, Photoshop, has more than 500 menu commands. So what does Adobe go and do this morning? It’s called Adobe Voice. Trying to describe Adobe Voice is tricky, both for Adobe and for me, because there’s never been anything quite like it. But if you had to force words around this app, you could say it’s an effortless way to make explainer videos. You’ve seen them, even if you never knew what they were called. You see these videos all the time online: describing a new website or service, unveiling a Kickstarter project, walking you through a point of science or math, calling you to action for some cause. Adobe Voice was born to make explainer videos. When you open the app, you name your new project and then choose a template for the kind of video you want to make. For the first slide (or, rather, the first screen of the storyboard), tap the + button.

3D Printing in my classroom Our Printer – Cat NOT included 3D printing in my classroom has taken over my life. I need to go to 3DPA (3D Printing Anonymous) post-haste. Last night was the final straw as I was flopping and flipping about, trying to figure out how I am going to get 30 student 3D print jobs completed before the end of the year. Since this very cool piece of machinery arrived in my classroom May 1st, I have been doing everything in my power to get the kids up and running. The machine we decided to purchase the Flash Forge 3D printer based on the reviews we found on-line and ultimately the price point. We have had a varying success over the past three weeks trying to capture and render a 3D image of ourselves. This is not to say that this particular method wasn’t any good just that it wasn’t intuitive or efficient enough to get a classroom of 30 kids up and running without a lot of hand holding and troubleshooting. Enter Skanect The following scan of pretty old me took 15 minutes from scanner to printer.

Educational technology is making achievement gaps bigger between rich and poor Poor kids don’t receive as much guidance in a library as affluent kids do. “The Badlands” is the local name for the Philadelphia neighborhood of Kennsington. The neighborhood is pockmarked with empty lots and burned-out row houses, the area has an unemployment rate of 29 percent and a poverty rate of 90 percent. Within these very different communities, however, are two places remarkably similar in the resources they provide: the local public libraries. The two were especially interested in how the introduction of computers might “level the playing field” for the neighborhoods’ young people, children of “concentrated affluence” and “concentrated poverty.” Many hours of observation and analysis later, Neuman and Celanano were forced to acknowledge a radically different outcome: “The very tool designed to level the playing field is, in fact, un-leveling it,” they wrote in a 2012 book based on their Philadelphia library study. Via Slate

Learners at the Center of a Networked World | Jeb Bush Technology is an essential element of our everyday lives. It empowers individuals with more information, more options and more customized experiences, at home and everywhere else. Technology has transformed every aspect of our lives, but its current capacity and future potential to transform education and the very way children learn may yield its greatest results yet. It has the power to accelerate learning, expand parental choice, provide better tools for teachers and make education more exciting and engaging -- both inside and outside the classroom. Recognizing the need to rethink education in today's digital world, the Aspen Task Force on Learning and the Internet released "Learner at the Center of a Networked World." The Task Force is comprised of 20 innovative and respected experts in the fields of technology, public policy, education, business, privacy and safety. Here are the highlights of our recommendations: • Students must be able to learn in safe and trusted environments.

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