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John Evans

How Digital Games Help Teachers Make Connections to Lessons and Students | MindShift - 0 views

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    "t's not unusual for educators to use analog games in the classroom, but as more classrooms gain access to technology, digital games are also making a strong showing. A recent Joan Ganz Cooney Center survey of 694 K-8 teachers found that 74 percent of those surveyed use digital games in the classroom, up from 50 percent two years ago. Many of the teachers finding the most success are good at creatively connecting the game back to the curriculum, while allowing it to maintain the qualities of a good game. These teachers are often more comfortable with games themselves, playing for fun in their spare time, and are thus more likely to see valuable classroom connections. It's one thing to have empirical evidence that digital games are growing in popularity and another to get an in-depth look at how and why teachers see them as a valuable use of precious class time."
John Evans

Free Technology for Teachers: Habitats - An Educational Game from the Smithsonian - 1 views

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    "Habitats is a fun little game from the Smithsonian Science Education Center. The online game challenges elementary school to match animals to their habitats. The game shows students images representative of four habitats; desert, coral reef, jungle, and marsh. Students drag pictures of animals from a list to their corresponding habitats. Students receive instant feedback on each move they make in the game. Once an animal has been placed in the correct habitat students can click on it to learn more about it in the Encyclopedia of Life."
John Evans

ISTE | Infographic: Make your learning fun and games - 2 views

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    "Game-based learning is moving into the mainstream as more platforms become available and more educators recognize the benefits of increased student engagement and achievement. On top of that, research shows some interesting side benefits. For instance, surgeons who play video games are 27 percent faster at advanced surgical procedures and make 37 percent fewer errors than colleagues who don't play. Educators can incorporate game elements, such as rewards and engagement, into learning in two ways: games and gamification."
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

Games, Pop-Ups, 3D, and More - The iPad is Changing Books Forever | Singularity Hub - 7 views

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    "I grew up on a healthy regimen of Choose-Your-Own Adventure books, Nintendo, and role playing games, but even I am intimidated by the new brand of interactive storytelling that is flooding the iPad. More designers are exploring how the frenzy around Apple's tablet computer is evolving e-books into something new. Sure, you can find traditional children's picture books directly translated onto the iPad that simply let you flip through on a touchscreen, but there's so much more the medium allows. Embedded games, interactive backgrounds, responsive audio, non-linear stories - "books" on the iPad have become something much better: immersive experiences. I've got a host of videos to show you what I mean, check them out below. Combining games, books, music, and voices in compelling ways, these early attempts to revolutionize storytelling on the iPad are exciting…but they're just the beginning. Give it a few years and the lines between these different ways of telling stories will blur so far we'll have to come up with a new name. 'Books' just doesn't cut it anymor"
John Evans

This Computer Language Is Feeding Hacker Values into Young Minds | WIRED - 0 views

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    "Last year, I went to Nigeria with Mark Zuckerberg. One of the first stops on the trip was a program that taught kids how to code. When Zuckerberg entered the room, many of the young students had a hard time pulling themselves away from their projects, even to gawk at one of the world's richest men. Facebook's founder instead came to them. "What are you making?" he'd ask. And they would proudly say, "A game!" or whatever it was, and begin showing him how it works. Zuckerberg would stop them. "Show me the code!" he'd say, because, well, he's Zuckerberg, and any occasion is ripe for an ad hoc programming review. And that's when the kid would click on a menu that toggled from the game to the LEGO-like building blocks of a Scratch program. This happened several times, with kids ranging from ages 8 to 15. In every instance, the maker of a cool project could clearly show this famous visitor how he or she had methodically implemented a plan. Zuckerberg was clearly impressed. As we headed up the stairs to leave the building, Zuckerberg called out to me, "Scratch! Have you heard of this?" Oh, yes I had. Though it was not yet released to the world when Zuckerberg left Harvard to launch his quirky little startup, Scratch (developed just a couple of T stops away) is quickly becoming the world's most popular computer language for kids taking their first bite of programming. Last year, over 120 million people came to its site, and many of them built and shared projects, at a rate of a million a month. "It's the gateway drug for Silicon Valley engineering," says Fred Wilson of Union Square Ventures, a Scratch supporter."
John Evans

Best Learning Games of 2015 | graphite Blog - 5 views

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    "When I put together this list of top-rated games of 2015, I noticed that though the tools varied in target grades and subjects, they shared some key things. As Mitch Resnick of the MIT Media Lab has argued, if you want to know if a tool is good for learning, first look to see if it aids kids' creativity and expression. I think many (if not all) the tools on this list get kids there, but they don't all take the same path. Some of these tools explicitly help kids make things while others foster thinking and reflection skills that complicate and expand their understanding of themselves and their worlds. They show us how great games can be for learning and inspire others to follow their lead."
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
John Evans

Please, No More Professional Development! - Finding Common Ground - Education Week - 4 views

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    "Please, No More Professional Development! By Peter DeWitt on April 17, 2015 8:10 AM Today's guest blog is written by Kristine Fox (Ed.D), Senior Field Specialist/Research Associate at Quaglia Institute for Student Aspirations (QISA). She is a former teacher and administrator who has passion for teacher learning and student voice. Kris works directly with teachers and leaders across the country to help all learners reach their fullest potential. Peter DeWitt recently outlined why "faculty meetings are a waste of time." Furthering on his idea, most professional development opportunities don't offer optimal learning experiences and the rare teacher is sitting in her classroom thinking "I can't wait until my district's next PD day." When I inform a fellow educator that I am a PD provider, I can read her thoughts - boring, painful, waste of time, useless, irrelevant - one would think my job is equal to going to the dentist (sorry to my dentist friends). According to the Quaglia Institute and Teacher Voice and Aspirations International Center's National Teacher Voice Report only 54% percent of teachers agree "Meaningful staff development exists in my school." I can't imagine any other profession being satisfied with that number when it comes to employee learning and growth. What sense does it make for the science teacher to spend a day learning about upcoming English assessments? Or, for the veteran teacher to learn for the hundredth time how to use conceptual conflict as a hook. Why does education insist everyone attend the same type of training regardless of specialization, experience, or need? As a nod to the upcoming political campaigns and the inevitable introduction of plans with lots of points, here is my 5 Point Plan for revamping professional development. 5 Point Plan Point I - Change the Term: Semantics Matter We cannot reclaim the term Professional Development for teachers. It has a long, baggage-laden history of conformity that does not
John Evans

Free Technology for Teachers: An Easy Way to Create Your Own iPad & Android Games - 0 views

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    "Tiny Tap is one of the free iPad and Android apps that continues to stay in my Best of the Web presentations. Whenever I show it off there is always a great response to it. Tiny Tap allows you to create simple games based on pictures that you take. The purpose of the games you build is to help young students (pre-K through grade 4) practice identifying objects and patterns."
John Evans

Do Kids Really Learn From Playing Educational Games on Tablets? | Catriona Wa... - 0 views

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    "Last night while helping my 8-year-old son do his weekly spelling homework, my 5-year-old, always looking to divert attention his way, told me he'd learnt how to write the letters A and Z while playing an alphabet and phonics learning game on my tablet. "Would you like me to write the big or little A for you?" he asked grinning with self pride. Until recently, there has been little empirical evidence to answer the question everyone's asking about whether these educational Apps kids love playing really do teach them anything. But now there is hard evidence they do. A recent study conducted by New York University shows that a reading and phonics learning App had a measurable impact on the literacy of children."
John Evans

The 10 Best Kid-Friendly Minecraft Channels on YouTube - GeekDad - 1 views

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    "If Minecraft has taken over your kids and you hardly know who they are or what they're talking about anymore, you're in good company. But, although you may love that the game helps build 21st-century skills such as creativity, innovation, and collaboration, your kids' obsession can be overwhelming. Perhaps most puzzling is that every waking moment they're not playing Minecraft, they're in front of YouTube watching Minecraft. For fans - and they are legion - Minecraft YouTube videos are a huge part of their enjoyment of the game. There are tutorials (for ideas on new things to create), "Let's Play" videos (footage of people playing the game), challenges (new gameplay ideas to try), mod showcases (which show off cool thing kids can download to modify their Minecraft worlds), and more."
John Evans

Stanford Study Shows Dramatic Math Improvement From Playing Video Games Just 10 Minutes... - 3 views

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    "Third graders played for just 10 minutes per day, 3 days a week, for four weeks. The comparison group's class received the same materials and the same instruction, but didn't play the game. The result of playing was a staggering 20.5% improvement after just two hours of self-guided play."
John Evans

PPT Game Templates - 6 views

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    Loads of templates for the most popular game shows.
John Evans

Game show classroom: Comparing Kahoot!, Quizizz, Quizlet Live and Quizalize | Ditch Tha... - 1 views

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    "Now, teachers can bring that experience into the classroom when students aren't home sick. Several digital tools created for the classroom bring those exciting experiences to students with learning as the focus. Here are some of the ones I've found that I think are the best, along with pros, cons and what makes them different:"
John Evans

Minecraft: Researchers urge teachers to embrace game as tool to teach maths, art, geogr... - 0 views

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    "Teachers should use the hugely popular children's digital game Minecraft to help teach maths, design, art and geography, research from the Queensland University of Technology (QUT) shows."
John Evans

Game-Based Learning Is Probably Worth Looking Into - 4 views

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    ""No TV until you finish that level." Can you imagine? Recent research shows that video games, once considered public school enemy number one, might just be one of our greatest assets in delivering an effective education."
John Evans

Why Art Is the Key to Closing the STEM Gender Gap | TakePart - 3 views

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    "Imagine you're babysitting two 12-year-olds, one boy and one girl. Which is more likely to be playing video games, and which one is painting a picture? Thanks to gender stereotypes, tech is often seen as boys' domain, while arts and crafts are assumed to be for girls. STEM-the acronym for science, technology, engineering, and math-doesn't exactly conjure visions of toys and games. But a recent survey by Two Bit Circus, a Los Angeles-based engineering entertainment company, shows a significant gender divide between boys' and girls' interest in STEM that experts hope can be closed by child's play: in other words, finding ways to make school more fun and engaging for kids."
Chelsea Quake

IPads in the classroom: The right way to use them, demonstrated by a Swiss school. - 8 views

  • The teachers cared most about how the devices could capture moments that told stories about their students’ experiences in school. Instead of focusing on what was coming out of the iPad, they were focused on what was going into it.
  • But most eye-opening, he said, is watching children have their own “aha” moments after watching recordings of themselves and talking to teachers about what they were thinking at the time.
  • Ten years ago, Stanford’s Larry Cuban noted that computers in the classroom were being oversold and underused. In short order, the iPad craze could take the same turn. My lesson from ZIS is that we should make sure we have teachers who understand how to help children learn from the technology before throwing a lot of money into iPad purchasing. It wasn’t the 600 iPads that were so impressive— it was the mindset of a teaching staff devoted to giving students time for creation and reflection. Are American public schools ready to recognize that it’s the adults and students around the iPads, not just the iPads themselves, that require some real attention?
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  • The school has an unconventional take on the iPad’s purpose. The devices are not really valued as portable screens or mobile gaming devices. Teachers I talked to seemed uninterested, almost dismissive, of animations and gamelike apps. Instead, the tablets were intended to be used as video cameras, audio recorders, and multimedia notebooks of individual students’ creations. The teachers cared most about how the devices could capture moments that told stories about their students’ experiences in school. Instead of focusing on what was coming out of the iPad, they were focused on what was going into it.
  • The school has an unconventional take on the iPad’s purpose. The devices are not really valued as portable screens or mobile gaming devices. Teachers I talked to seemed uninterested, almost dismissive, of animations and gamelike apps. Instead, the tablets were intended to be used as video cameras, audio recorders, and multimedia notebooks of individual students’ creations. The teachers cared most about how the devices could capture moments that told stories about their students’ experiences in school. Instead of focusing on what was coming out of the iPad, they were focused on what was going into it.
    • Chelsea Quake
       
      This is an important point
  • Sam Ross, a second-grade teacher at ZIS, sees real potential in moments like this. “Children are being able to show what’s in their minds by adding the oral explanation,” he said. “That’s off-the-charts amazing.” Particularly helpful, he said, is to watch the recordings made by young children and English-language learners—students who may not speak up much in class but can actually show deep learning when asked to interview each other or record what they know. But most eye-opening, he said, is watching children have their own “aha” moments after watching recordings of themselves and talking to teachers about what they were thinking at the time.
  • In addition to Explain Everything, they include MyStory, iMovie, Animation HD, Google Earth, Book Creator, Show Me, Brushes, and Comic Life. They also feature Follett Reader and Overdrive, two subscription-based services to digital book collections.
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