Kojo Home Kojo is an open source App that runs on Linux, Windows, and Mac. It is a Learning Environment – with many different features that enable play, exploration, discovery, creation, and learning in the areas of: Computer Programming and Computational thinking. Math and Science. Inductive, Deductive, Systematic, and Analytical thinking. Art, Music, and Creative thinking. Cargo-Bot – iPad The first game programmed entirely on iPad® Be Logical. Play Cargo-Bot Presenting Cargo-Bot. 7 Ways Teachers Use Social Media in the Classroom Millennials live and breathe on social media, so teachers are learning how to incorporate the medium into the classroom successfully. In doing so, teachers not only encourage students to engage actively in the material, but they also provide online communities for students that might not exist for them in real life. But how are teachers infusing social media into their everyday lessons? We've highlighted several different examples and offered our own ideas on how to best engage students. 1. Encourage students to share work socially.
Useful Apps and Resources to Help Students Learn Coding April 29, 2017 Coding is an essential skill for 21st century students. 'When kids learn to code' , Mitch Resnick states, ' it enables them to learn many other things, opens up many new opportunities for learning. It's useful to make an analogy to reading and writing, when you learn to read and write it opens up opportunities for you to learn so many other things, when you learn to read you can then read to learn, which is the same thing with coding, if you learn to code you can code to learn.' We have already featured a number of interesting coding resources to use with your students in class, check out this section to learn more.
Tools for flipping your class #flipped #flip #teaching #learning MindTickle is a cloud-based learning platform that makes online learning efficient and effective. MindTickle can help transform existing content such as PPTs, Docs, videos, and other e-learning content into an engaging learning experience. MindTickle is the only platform that combines the benefits of social, mobile, cloud and gamification. As a result, it is the learning platform of choice for 50K+ learners at elite educational institutions such as Des Moines School District (largest school district in Iowa) and ISB (Top #20 business schools globally). MindTickle was awarded #1 in the category of “Best use of engagement techniques in Online Learning" at the Gamification Summit, San Francisco in 2013. Its proven results from hundreds of deployments include: - 2-3X increase in learner engagement - > 10 gamified quiz formats and exercises - Powerful analytics - Intuitive web-based interface for creation and delivery
Is Gaming the New Essential Literacy? Digital Tools Teaching Strategies By Aran Levassur “When people learn to play video games,” said James Paul Gee, “they are learning a new literacy.” This is one of the reason kids love playing them: They are learning a new interactive language that grants them access to virtual worlds that are filled with intrigue, engagement and meaningful challenges. And one that feels more congruent with the nature and trajectory of today’s world. As our commerce and culture migrates further into this emerging digital ecosystem it becomes more critical that we develop digital literacy, of which video games inhabit a large portion. Young digital makers This report surveys the opportunities and identifies gaps and next steps for young people to create with technology across the UK. Key Findings 82 per cent of young people say they are interested in digital making. However, half of young people make things with digital technology less than once a week or never.Parents are overwhelmingly supportive of digital making. 89 per cent think it is a worthwhile activity for their children. 73 per cent encourage their children to make things with technology.We identified 130,800 opportunities to experience digital making provided by the organisations surveyed. This is a long way from providing for the interest shown by 82 per cent of our survey, which represents a possible 8.2 million school age children and young people in the UK.Digital making is powered not just by money, but also by volunteers. This report explores the emerging field of digital making for young people in the UK.