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iEARN Collaboration Centre

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Pourquoi utiliser la gamification dans l’enseignement ? Après avoir envahi la formation professionnelle, le gaming (jeu) se développe de manière exponentielle dans l’enseignement avec l’utilisation de plus en plus répandue des Serious Games en classe. Alors qu’il est scientifiquement prouvé que la gamification dans l’enseignement facilite la rétention d’information et l’assimilation de l’apprentissage, en quoi est-il efficace pour les apprenants ? La gamification dans l’enseignement stimule les performances des élèves Tout simplement, la gamification dans l’enseignement stimule le plaisir d’apprendre. En soi c’est un avantage important. La gamification bannit l’échec Le jeu possède cette rare faculté de pouvoir offrir une seconde chance avec la possibilité de recommencer une activité qui semble être ratée, plutôt que de ressasser un échec qui est souvent démotivant. Le jeu favorise « biologiquement » l’apprentissage Comprendre et retenir l’information. Le jeu favorise « physiquement » l’apprentissage Commentaires commentaires

Getting Started in iEARN iEARN welcomes you to our network of international educators and students working together to learn with the world! iEARN is a community of educators who share the vision that online collaborative projects can enhance both learning as well as the quality of life on the planet. One of the best ways to become involved is to be part of a collaborative iEARN project. We’ve discovered that online collaboration combined with face-to-face gatherings create a unique professional, caring, dedicated and committed community of learners. What is an iEARN project? An iEARN project is a collaborative academic endeavor between two or more groups of students and educators in different parts of the world. iEARN projects take on many different forms, but most are rooted in the pedagogy of project-based learning. Why an iEARN project? iEARN projects create a real audience for students because they involve collaborating with students in another country; this audience plays a key role in student motivation.

Lettre ouverte pour un Plan "Marshall" européen de l'éducation et de la formation pour éviter l'effondrement socio-économique Chers Ursula von der Leyen, David Sassoli, Charles Michel, Christine Lagarde, Mario Centeno, Werner Hoyer, et tous les représentants nationaux et européens souhaitant agir dès maintenant. Cette pétition vous est adressée par EU Resilience Collective Les analyses prospectives sont toutes très claires : le Covid-19 provoque une crise économique sans précédent et une vague de chômage dont on sait déjà combien elle sera longue, fastidieuse et onéreuse à résorber. L'Organisation Internationale du Travail anticipe une perte de 12 millions d'emploi pour l'Europe en 2020. Dans ce scénario, la population reste active, incluse et investie plutôt que laissée en attente et en insécurité dans une processus de dévalorisation et de marginalisation (caractéristiques du chômage).Il s'agira également de favoriser l'innovation pédagogique vers des formats hybrides, tournés vers l'avenir, couplant savoir, créativité, expérimentation et incubation de projets.

How to Build Resilience in Kids It’s not easy to see your child have a setback, especially after your child has worked really hard. But facing challenges and learning from them can have an upside. It can help your child build resilience. Resilience is a life skill that can be taught. Learn more about what resilience means, how the concept of resilience has changed over time, and how to help your child develop resilience. The Old Way of Thinking About Resilience Researchers know resilience is important. For decades, resilience was seen as the ability to recover from disaster and hardship. Families typically viewed resilience in a similar way. The New Way of Thinking About Resilience Today, resilience has a much broader meaning. It’s not limited to tragedies or major life events, either. For instance, if kids fall off their bicycle after hitting a rock in the road, they may become more careful about watching for obstacles. Using everyday setbacks to explore new and better ways to approach things helps all kids.

‎Montessori Letter Sounds - Phonics in English, Spanish, French, German & Italian on the App Store Currently featured in Apple's "Everything changes with iPad" campaign showing how much learning has changed with this very powerful tool! Montessori Letter Sounds is a multi award-winning app to get your children on the road to reading! It works in 4 easy steps:- From the age of 3: “I spy” to play sound games.- Around 4 years old: “Letter sounds” to memorize the letter sounds and shape.- Between 4 and 5: “Mix and match” to bring together the two first steps.- Around 4 1/2 years old: “Sound it out” to write their first words using a moveable alphabet. All four steps are included in this version but two games are locked at first and get unlocked as the children play and win marbles. The settings offer:- Script, Cursive or Capital letters- *Our unique "foreign language" option, which enables children to play with the letter sounds in one of the four languages while listening to the instructions in their native language. About EDOKI Privacy Policy

Homepage - John Spencer Battelle for Kids ML Learning More than 30 years ago, Media Lab founding faculty member Seymour Papert laid the foundation for a new theory of learning through construction. He created tools for children to be designers and creators, rather than just consumers of technology, positing that learning happens best when people are actively constructing knowledge through creative experimentation and the design of sharable objects. Today, the ML Learning Initiative is built on similar principles of creative learning and aims to bring the collective creativity of the Media Lab to bear on the future of learning. The ML Learning Initiative is built around a cohort of Learning Fellows from across the diverse Media Lab groups. In addition to supporting this community, the ML Learning core team is passionate about developing public education programs that open up Media Lab research and expertise to the world.

The LAUNCH Cycle: A K-12 Design Thinking Framework The term “design thinking” is often attached to maker spaces and STEM labs. However, design thinking is bigger than STEM. It begins with the premise of tapping into student curiosity and allowing them to create, test and re-create until they eventually ship what they made to a real audience (sometimes global but often local). Design thinking isn’t a subject or a topic or a class. It’s more of way of solving problems that encourages risk-taking and creativity. Design thinking is a flexible framework for getting the most out of the creative process. For the last 12 years, I’ve used design thinking. So, here’s a description of the design thinking cycle that AJ Juliani and I developed and included in our book Launch: Using the Design Thinking Process to Boost Creativity and Bring Out the Maker in Every Student. Although there are many models for design thinking, we have developed the student-friendly LAUNCH Cycle. C: Create a Prototype In this next phase, they create a prototype.

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