Add Edutopia to Your Email Contacts Sometimes Edutopia's emails are mistakenly blocked by Internet Service Providers (ISPs) as spam or unsolicited emails because they are sent to a large number of recipients at the same time. You can ensure that our emails arrive in your inbox by "whitelisting" our address so that your ISP will know the emails are not junk. Just follow these easy steps to add Edutopia to your email contacts list or address book. Computer games and learning handbook Aimed at teachers and those interested in using games with an educational intent, this handbook aims to provide some useful anchoring points for educators to make sense of the area and to develop practical approaches to the use of computer games as a medium for learning. It is assumed by some that the models games employ lead to learning, as young people effectively learn how to play without necessarily being explicitly taught, doing vast amounts of reading or interacting with others; while others see games as boring, tedious, time-consuming, and repetitive. Both of these viewpoints can be true: as stated the impact of a game is dependent on the game itself, but also the player, circumstance of use, mediation of the teacher and other players.
Scratch Day Step 1 Imagine What kind of Scratch Day will you create? Step 2 Plan What type of activities will you do? Resources for Getting Started With Project-Based Learning PBL Defined and Clarified What the Heck is PBL? by Heather Wolpert-Gawron (2015) In project-based learning, students show what they learn as they journey through the unit, interact with its lessons, collaborate with each other, and assess themselves and each other. Five Keys to Rigorous Project-Based Learning (2014) Well-designed project-based learning (PBL) has been shown to result in deeper learning and engaged, self-directed learners.
Making Games: The Ultimate Project-Based Learning Part 6 of MindShift’s Guide to Games and Learning. As game-based learning increases in popularity, it’s easy to get pigeon-holed into one particular way of thinking about it or one way of employing it. This is true regardless of how teachers feel about gaming in the classroom, whether they’re for or against it. One common objection to game-based learning is that students will sit in front of screens being taught at. Design Thinking and PBL While project-based learning has existed for decades, design thinking has recently entered the education lexicon, even though its history can be traced back to Herbert A. Simon's 1969 book The Sciences of the Artificial. So why the resurgence of these ideas?
Free Tools to Incorporate Game-Based Learning As I work with teachers to implement game-based learning (GBL), they are always looking for any free tools that exist. While some are willing to pay for iPad game apps or using the Kinect, these tools often cost money. Luckily, there are many tools out there that are free and that teachers could use in the classroom as soon as tomorrow. Some of these tools are not only the games themselves, but also lesson plans and ideas for using the game in the classroom. Here are some of my favorite free GBL tools. iCivics
A Visual Primer On Learning Theory Theories on how people learn are not new. Piaget, Bruner, Vygotsky, Skinner and others have theorized for years how it is we come to “know” things. Unlike many theories involving physics for example, it is unlikely that a single learning theory is “right,” and will ultimately prove other theories “wrong.” How people learn is complex, and any unifying theory on how it all happens that’s entirely accurate would likely be too vague to be helpful. Outstanding in Your Field: What It Takes to Be a Great Teacher Steven Covey wrote a book, The 8th Habit: From Effectiveness to Greatness, to help organizations and individuals find their own voices. Covey describes voice as the internal drive to face challenges and rise to overcome them. He explains that each of us has a voice that lies at the central confluence of talent, need, passion, and conscience. The premise of the book was that if you didn't find your own unique significance (voice), neither you nor your organization would be able to achieve greatness.
Boosting Classroom Engagement with Kahoot! Attempting to attain an entire class’s attention can easily become a losing battle. Whether it’s reviewing for a test, learning new material, or the act of test taking itself, the act of taking formative and summative assessments can become more interactive. This can easily be accomplished by using Kahoot. With so many games in education nowadays, it is easy to get your hands on something that can make learning fun — but how much information will the students actually retain? Sure, Jeopardy is competitive and the entire class participates, but do your students walk away confident in the material?
A Look Inside the Classroom of the Future Over the next generation, whether they work for corporations, small businesses, government organizations, nonprofits, or other organizations, many U.S. employees will move from working primarily with American colleagues, bosses, and customers for American organizations in U.S. cities, to being part of global teams. As leaders, they will use technology to bridge geographic divides, build organizations that transcend borders, and work together with colleagues from around the world on issues such as climate change, food security, and population growth -- issues that require multinational teams coming together to effect change. For those whose work is closer to home, the changing demographics of the U.S. will mean that their colleagues, customers, and neighbors may look a lot less like them, and have fewer shared histories than American colleagues, customers, and neighbors have shared in the past. 1. Leverage real-world case studies.
10 Specific Ideas To Gamify Your Classroom by Mike Acedo In today’s classroom, educators are constantly required to mold their teaching methods to give students the best opportunity to succeed. It is not only imperative for students to learn the required material, but also critical that students gain a sense of confidence toward their work, and find motivation to expand their learning.