The Difference Between Gamification And Game-Based Learning
The definition of gamification is the application of game-like mechanics to non-game entities to encourage a specific behavior.
The definition of gamification is the application of game-like mechanics to non-game entities to encourage a specific behavior.
Meyer argues for, first and foremost, a new way of thinking about math, calling it the “vocabulary for your own intuition.”
How To Create An iPad Workflow For Teachers, Students, And Parents Using tablets in the classroom–whether iPads, Androids, or surging Windows devices–is largely a matter of workflow. If you can forgive a mixed metaphor, the traditional classroom sees the teacher as the both the director and the bottleneck of all productivity. They create assignments, assess…
Social media organically dovetails with language arts & social studies — here are the best social media sites for education.
What kinds of ideas and characteristics do we associate with character? What contributes to its development? Can attributes be cultivated?
9 Steps To Scaffold Learning For Improved Understanding by TeachThought Staff Scaffolding is a critical teaching strategy that can support students struggling with a concept, or those that have mastered it. In short, to “scaffold” something is a metaphor that describes the process of supporting students so that they can achieve learning goals in lieu of…
The challenge of how to fight for social change is the one of the questions that has plagued people throughout history.
These Apps Can Help Turn Your Students Into Makers The Maker Movement is one of creativity and invention. Of Do-It-Yourself ingenuity. Of making things with your own hands. Building something from scratch can shift a lesson from a lecture into an experience. Students can play, diverge, tinker, make mistakes, help each other, and express themselves…
Drawing On A Napkin: Is This How iPads Function In A Traditional Classroom? by Terry Heick Sketched this out last week–not quite a napkin this time, but the back of a sheet of paper at a coffee shop–when thinking about how I most often see iPads used in the classroom. Thought I’d share it in…
Would you retweet your classroom? Is it a place worth sharing? Is it inspirational or innovative? Would you like input?
3 Questions To Consider Before You Give A Test by Judy Willis M.D., M.Ed., radteach.com What should a test “do”? We know that tests limited to rote memorization are inappropriate when used as a primary source of grading or evaluation of understanding. However, that doesn’t mean it has to be that way–especially if they precede instruction and provide…
6 Ways To Find Video Games You Can Teach With by Ryan Schaaf, Assistant Professor of Educational Technology at Notre Dame of Maryland University Many people, whether young or old, male or female, introverted or extroverted, love playing video games. Why is this form of media so enticing for such a wide range of people? The constant…
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