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John Evans

25 of the Best Educational Games For Home and the Classroom - 1 views

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    "Among the many ways to actively engage children in the learning process, educational games are one of the most fun. With so many award winning and cleverly designed games on the market, young children to teens (and even adults!) can develop new skills and reinforce other skills, without even realizing they are learning. Board, card, cooperative, puzzle games, and more encourage interactive hands-on learning in a humorous, light hearted environment. In a addition to math, reading, vocabulary, logic, problem-solving, and spelling skills regularly introduced by educational games, turn based and cooperative games foster with social interaction, communication skills, and self confidence. Consider adding one of these excellent educational games to your home or classroom collection."
John Evans

Free Technology for Teachers: Maths Frame - 170+ Free Math Games - 4 views

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    Maths Frame is a site that offers more than 170 mathematics games for elementary / primary school students. The games cover basic addition, subtraction, multiplication, and division. On the site you'll also find some games for practicing recognition, probability, and scale reading. The games can be played without registering on the site. Some of the games are labeled as as "subscribers only." Those games marked as "subscribers only" are not free.
John Evans

Lisa Nielsen: The Innovative Educator: 5 Components Necessary for A Successful School E... - 2 views

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    "The Managing Complex Change model puts language to that which makes some schools successful while others struggle. The model looks at five components necessary to create a desired environment. These include vision, skills, incentives, resources, action plan. If any one piece is missing the model indicates results schools will experience including change, confusion, anxiety, gradual change, frustration, and a false start. When thinking of successful schools such as Science Leadership Academy, The MET, The Island School, The iSchool, you will find they have all those components in place. On the other hand, when I hear teachers lamenting about their school failures, the model brings clarity to the fact that one or more of these components are missing. Below is the chart that lays this out. Following the chart, I'll take a look at what each missing component might look like in a school environment. As you read, consider which, if any are components, are missing at your school. save image Lack of Vision = Confusion When I hear exasperated teachers spinning their wheels, working so hard to get ready for all the various mandates and requirements, but never feeling a sense of accomplishment, it is clear there is not a tangible school vision that has been communicated. In some cases this is because what is being imposed does or can not reconcile with what the school wanted for their vision. Skill Deficit = Anxiety My heart goes out to those with a skill deficit. They are required to implement a curriculum they are not trained in using or being evaluated via measures with which they are not familiar. Or…they are put into a position they were not trained for or prepared to embrace. Social media provides a great medium for helping these teachers get up to speed, but when the outreach occurs, the anxiety is abundantly clear. Lack of Incentives = Gradual Change It is not unusual for innovative educators to feel like and be perceived as misfits. Islands onto their own
John Evans

Terasoft Launches Action Sight Words Games to Help Children Read Better - Teachers with... - 6 views

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    "Award-winning educational software publisher Terasoft, a. s., today is pleased to announce the release and immediate availability of Action Sight Words Games & Flashcards for Reading Success for iPhone and iPad from its new professional series aimed at early reading improvement. Featuring a total of 6 engaging games with over 300 high-frequency English words from the popular Dolch Sight Words List, the Action Sight Words Games application makes learning vocabulary and spelling fun and easy for young learners."
Cara Whitehead

What's New? - 0 views

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    Two New Free Games! Just in time for the Holiday Season - two brand new games! Test-N-Teach (TNT) is our new spelling game and Read-A-Word is our first-ever reading game. Both games are available to everyone!
John Evans

Video games and health benefits - Business Insider - 2 views

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    "Video games get a bad rap. They are often portrayed as violent, addictive, and a mindless waste of hours that encourage laziness and make us fat. But that's not the full story. Most virtual games can be designed to have educational and physical benefits for players. Games that use repetitive actions, such as the swinging of a bat or targeting a moving object, train the brain and muscles to perform better in real-life activities. Video game brain training has the same effect as reading a book or riding a bike - when the brain is learning, thousands of new connections are being formed. The addition of a reward system motivates players to continuously improve their skills."
John Evans

Teaching Your Kid to Read? Let Her Play Minecraft - 1 views

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    "The first time linguist and game studies theorist James Gee played a video game, he failed many times over. But instead of giving up, he merrily persevered, choosing to exercise "learning muscles" he hadn't worked out since his grad school days. "Lots of young people pay lots of money to engage in an activity that is hard, long, and complex," he realized. Games were evidence that humans love learning. But why do they seem to love it more during Minecraft than in the classroom? A game, most simply defined, is nothing more than a set of problems that a player must solve in order to win. And whether played on a board, cards, a computer, an iPad, or a console, games have the ability to intrinsically shape the way we teach and learn language and literacy. "
John Evans

12 Common Reasons Students Don't Read & What You Can Do About It | TeachThought - 2 views

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    "Why don't students read more? Digital distractions? No books at home? Too much testing? Kim Kardashian? It depends on the student. It depends on illiteracy vs aliteracy. It depends on how you define reading (does reading long-winded character dialogues in Square Enix games count?) So below, I've gathered some of the most common reasons students don't read, and provided some ways you can begin to address that issue."
John Evans

Josh Burker's Blog of Musings: MaKey MaKey Scratch Operation Game - 0 views

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    "I have been designing an Operation-type board game that uses the MaKey MaKey to interface with a computer running Scratch. I started with a simple prototype left over from my squishy circuit Operation game. I was curious whether the MaKey MaKey would read a closed circuit on this hardware. Good news: it works! Connect an alligator clip cable from the MaKey MaKey to the game board's foil "game port." Connect the MaKey MaKey board's Earth port to another alligator clip cable."
John Evans

38 Of The Best Educational Games For iPad - 1 views

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    "School is a time in a students life where they are learning as much about how to be students and operate successfully in a school as they are about how to read, write, and think. But oftentimes, the demand for pure academic instruction and practice can fly in the face for a student's need-at any age-to play, build, interact, explore, and construct their own learning experience. Issues like these can make mobile technology like tablets a boon to learning, as they can allow individual access to the right app-and the right content, creative opportunity, game, or learning simulation-at the right time. It is the collision of the need for interaction, personalization, creativity, and constant feedback that can make video games powerful tools for learning-and the following 38 games, curated by Sam Gliksman-and excellent place to start. "
John Evans

What Does Gamification Look Like In Classrooms? - Edudemic - 0 views

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    "Using games or game play elements in the classroom to drive learning outcomes is sill gaining popularity. Though most teachers aren't ready to embrace bringing serious games like Minecraft into their classrooms, many are willing to gamify learning or use other types of games. That said, getting an idea of how many teachers are (or aren't) using gamification (or are interested in doing so) is a somewhat difficult task: Many people define gamification in different ways, when it may be a more accurate description to identify different levels of gamification. The handy infographic below takes a look at gamification and more 'serious gaming' in organizational learning. It offers some interesting statistics on just what types (or levels) of gamification are happening in classrooms. Keep reading to learn more!"
John Evans

5 Great Books On Using Minecraft In Education ~ Educational Technology and Mobile Learning - 3 views

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    "Since its release in 2009, Minecraft has sold millions of copies worldwide revolutionizing thus the gaming industry and providing game players with an endless world of possibilities. As a sandbox construction game, Minecraft has successfully and distinctively set itself from the crowd by incorporating the ethos of 21st century learning that include: creativity, challenge, problem solving, and strategic thinking all of which are adeptly adapted to the player's little gaming world. Minecraft provided players with the tools and resources to construct their own gaming reality and test their creative possibilities. In a relatively short time, Minecraft succeeded in marking a strong presence within the education sector  and became one of the leading educational learning platforms for students. As a culmination of its sweeping popularity among the educational community, Minecraft recently released  Minecraft for Education which is a website geared primarily towards providing teachers with a forum where they can share their ideas about how they use Minecraft in their teaching. Given this growing potential of Minecraft in education, we decided to compile the list  below featuring some of the best reads on Minecraft. These books will help you learn more about how educators are using Minecraft as a powerful instructional tool to engage students and teach different subjects."
Chris Harbeck

US NSF - News - Science of the Olympic Winter Games - 3 views

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    Science of the Olympic Winter Games Photo of ice skater, words Science of the Winter Olympic Games, and logos of NBC Learn, NSF and Vancover Olympics NBC Learn, the educational arm of NBC News, has teamed up with the National Science Foundation (NSF) to produce Science of the Olympic Winter Games, a 16-part video series that explores the science behind individual Olympic events, including Downhill and Aerial Skiing, Speed Skating and Figure Skating, Curling and Hockey, and Ski Jumping, Bobsledding and Snowboarding. This groundbreaking project between the NSF and NBC Learn uses the global spotlight of the Olympics to make science more accessible and more interesting to students by showing how science helps athletes fulfill the Olympic motto: Citius, Altius, Fortius--Swifter, Higher, Stronger. Read more about the "Science of the Olympic Winter Games."
John Evans

50 Must-Read Up and Coming Blogs by Teachers | Teaching Tips - 0 views

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    Whether you're new to the teaching field yourself or a seasoned veteran, you can find inspiration, advice and shared experiences by reading the blogs of other teachers. Both established bloggers and those new to the game like the bloggers listed here can offer some interesting and sometimes entertaining reading material for anyone involved in the education field. Check these new bloggers out the next time you're looking for something educational to read.
John Evans

Where Edtech Can Help: 10 Most Powerful Uses of Technology for Learning - InformED : - 2 views

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    "Regardless of whether you think every infant needs an iPad, I think we can all agree that technology has changed education for the better. Today's learners now enjoy easier, more efficient access to information; opportunities for extended and mobile learning; the ability to give and receive immediate feedback; and greater motivation to learn and engage. We now have programs and platforms that can transform learners into globally active citizens, opening up countless avenues for communication and impact. Thousands of educational apps have been designed to enhance interest and participation. Course management systems and learning analytics have streamlined the education process and allowed for quality online delivery. But if we had to pick the top ten, most influential ways technology has transformed education, what would the list look like? The following things have been identified by educational researchers and teachers alike as the most powerful uses of technology for learning. Take a look. 1. Critical Thinking In Meaningful Learning With Technology, David H. Jonassen and his co-authors argue that students do not learn from teachers or from technologies. Rather, students learn from thinking-thinking about what they are doing or what they did, thinking about what they believe, thinking about what others have done and believe, thinking about the thinking processes they use-just thinking and reasoning. Thinking mediates learning. Learning results from thinking. So what kinds of thinking are fostered when learning with technologies? Analogical If you distill cognitive psychology into a single principle, it would be to use analogies to convey and understand new ideas. That is, understanding a new idea is best accomplished by comparing and contrasting it to an idea that is already understood. In an analogy, the properties or attributes of one idea (the analogue) are mapped or transferred to another (the source or target). Single analogies are also known as sy
John Evans

Getting Older Kids to Read with Longer Text Book Apps - momswithapps.com - 1 views

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    "Longer text book apps - a hybrid of a book and an interactive game - are an emerging trend in the literary landscape. They can be read on mobile devices like smartphones and tablets, so anyone with a portable device can carry a library in their pocket. As someone who has always loved to read, I can't think of a more wonderful thing."
John Evans

Using Remind to Share Nonfiction Reading with Students | - 1 views

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    "The simple truth is that turning students on to nonfiction reading - proving that articles from sources like Popular Science and Gizmodo and National Geographic can be JUST as amazing as The Hunger Games or The Lightning Thief or The Lunar Chronicles - is probably the MOST important contribution that I can make to the academic and intellectual growth of my students. Being exposed to high interest articles from a wide range of fields - space science, biology, chemistry, earth science - might just introduce kids to personal passions and future professions.  Seeing science in action turns what could be just another boring subject in school into an interesting career worth pursuing.  Just as importantly, exposing kids to high interest nonfiction text on a regular basis will build their comfort level with a genre that will increasingly define the reading that they do as middle schoolers, high schoolers and adults. So I'm trying something new this year:  I'm going to use Remind - a free service that allows teachers to send out text and/or email updates to parents and students - to share two or three interesting science current events every week."
John Evans

The Educational Technology Site: ICT in Education: --> A Preview of 2DIY - 0 views

  • I like the idea that children could use this to devise activities which, rather than testing or extending their skills by doing the activity itself, does so by requiring them to design the activity themselves
  • For example, when creating a quiz they may have to think about issues like the path taken by the user, how to frame the question, show the scoring will work, and what sounds (if any) to use for the feedback.
  • News & Views A Preview of 2DIY By Terry Freedman Created on Wed, 14 Jan 2009, 09:33 Email this article  Printer friendly page Email the author Listen to this article if ("">"") { document.write (""); document.write (""); document.write (""); } I've just received a link to download the latest program from 2Simple. Called 2DIY (for non-Brits, DIY = do-it-yourself, a shorthand term for home making things like bookshelves for the home), it enables users to create their own games and exercises.I've had a quick exploration, and it is looking very good. Read on for a quick thumbnail sketch, and why I think you should look into it.Back in the 1990s I used to love looking at shareware games developed for the educational sector. Some of the games were quite fun, but the problem for me was either that the game wasn't really educational at all, or that it didn't quite do what I'd have liked. Unfortunately, I never had the time to develop my games programming skills in order to rectify the situation.I think 2DIY would have been a step in the right direction.I think the best way of describing the program -- bearing in mind I've had it installed for less than an hour -- is that it's the programming equivalent of a painting or desktop publishing program. What you have  is a suite of specialised  tools, and you can use them to build yourt own games and activities.You can see from the screenshot that the range is quite extensive. The manual is easy to use, and there are videos and examples available.It has the ability to let you import pictures or select from a range of ones provided. Indeed, there is quite a lot of control over what your completed game or activity will look like.What's more interesting to me, however, is what boxes it ticks if you put it into the hands of youngsters -- and I use the term "youngsters" rather than "children" for reasons which will become apparent
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