“A brain may seek to produce an output, but a mind wants to play.”
I. Education is both industrial and fundamental; it is the mutual product of both engineering and affection.
I. Education is both industrial and fundamental; it is the mutual product of both engineering and affection.
BoomWriter is a free platform for group writing that engages students in collaborative projects for all subject areas to help them improve their writing.
Untethered from desks, a tablet represents personalized learning potential for a student in ways we’re just catching up to.
An example of ‘failing forward’: “Your first two drafts didn’t work so well, huh? What can you take from each of them–what’s salvageable?”
Our system of letter grades is a lot of work for teachers and punishes some students. Here are 8 grading mistakes teachers should avoid.
Digital learning is different than non-digital learning from the moment an experience starts. It’s not better or worse–just different.
Thanks to gamification on networks like Khan Academy, students can enjoy solving problems as they gain ranks and compete with one another.
This presentation from Steven Wheeler explores changes in technology and education, including gamification, AR, and mobile learning.
Rather than “gamifying” a unit, Mia MacMeekin’s graphic promotes building a unit centered around a game and featuring game-like mechanics.
A collection of teacher-recommended tools to make learning fun, engaging, and interactive in your classroom.
by Judy Willis and Terry Heick Like killer bees, the Common Core Standards have been coming for what seems like decades now, and with a similar tone of doom and despair. (Or hope and interest, depending on your perspective.) Most of the adjustments discussed are focused on curriculum and technology, but there is the matter…
…Nonetheless, the above framework can help support the teacher in a blended classroom in promoting student motivation