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John Evans

Dragon Quest! A Google Slides Interactive Story - Apps User Group - 7 views

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    "Growing up in the 80's meant reading loads of "Choose Your Own Adventure" books. They were fun, and a little scary, and you died pretty much every time, but they got lots of kids into books. Recently I decided to bring this idea off the page and into the 21st century by using Google Slides to create an online, interactive story. Often we think of Google Slides in terms of linear presentations, with one slide after another in order. However, Google Slides allows you to add hyperlinks to your presentation which can link to other slides within the presentation when clicked. This allows you to create a nonlinear slideshow, where the user can branch off to multiple different slides from any one slide. Linking to other slides can be used to create quizzes where each answer choice leads to a different slide to let you know if you got the correct answer. It can also be used to build an interactive "Choose Your Own Adventure" story where each slide offers choices that lead to different parts of the story. And so was born "Dragon Quest"!"
John Evans

Free Technology for Teachers: Discover Great iPad Apps on Apps Gone Free - 0 views

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    "Browsing or searching the App Store for free apps can be a time-consuming process. Apps Gone Free can save you time in your quest for free iPad and iPhone apps. Apps Gone Free is a free iPad app that serves up a new list of free apps everyday. The apps featured on Apps Gone Free are apps that normally require a purchase but have been made available for free download for a limited time. I used Apps Gone Free today to find a neat app that I think physical education teachers will like (blog post coming soon)."
John Evans

How to Build a Maker Culture in Your Library | AASL Knowledge Quest - 0 views

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    "School libraries are starting makerspaces all over the world. It's an exciting time in education as we rediscover the power of creativity. But many schools rush to start makerspaces so quickly that they neglect building the maker culture. Developing a maker culture is a lot like developing a love of reading, it takes time and persistence and it's totally worth it. Here's a few ways that you can work to cultivate a love of making and creativity in your students."
John Evans

eLearning News: Education Scotland Considers iPad Use in the Classroom « Gatl... - 0 views

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    "In the quest to keep up with current technology, many educational institutions look for ways to incorporate technology into the classroom or into professional development for educators. Education Scotland, the government agency that is responsible for supporting the Scottish educational system, is conducting preliminary research regarding the use of tablet computers and other mobile devices in the classroom with the idea to incorporate the use of iPads in their classrooms on a widespread scale."
John Evans

Gamification in Education | Edutopia - 2 views

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    "The breakthrough happened after the student took the Bartle's Gamer Profile Quiz and we found out that he was a "killer." Off-the-charts killer, but achievement meant nothing to this student. Just like grades. No, we haven't identified the next school shooter, and I sure wish that Bartle hadn't named one of the four gamer profiles "killer" -- but nonetheless, this student identified with this profile. Jane McGonigal mentioned it in her Gaming Can Make a Better World TED Talk when she discussed an epic meaning. My so-called "killer" student (and we really should rename this when applying it to education!) simply saw things as a battle between good and evil and wanted to fight on the side of good in an epic quest to make the world a better place. Points don't matter in gameplay, and grades don't matter, either. But when we tweaked the kinds of work he was doing in our Gamifi-ED project to focus on "world-changing games," he was suddenly engaged. Now his face lights up when he sees me. He's one of the first kids to class. He's an engaged gamer and, finally, an engaged student. "
John Evans

25 Ways Schools Can Promote Literacy And Independent Reading - 7 views

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    "In the quest to build capable readers, promoting independent, self-selected reading remains key. Creating ravenous, lifelong readers doesn't just happen, it takes a schoolwide culture to help reach that goal. We want kids to read more. We want them to enjoy reading. We know that reading builds vocabulary, fluency, and background knowledge. So let's do our part to promote and encourage independent reading across our schools. Listed below are 25 tips and ideas to help your school or district create a schoolwide reading culture that supports independent reading."
John Evans

22 Interactive Lessons to Bring Earth Day to Life | MindShift - 3 views

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    "Planning for Earth Day 2014 is well underway around the world. Bring environmental issues to your classroom with resources from PBS LearningMedia. Highlights include an animated video from Loop Scoop using orange juice consumption to teach about biodegradation, a lesson tracking waste in neighborhoods from America Revealed, and a QUEST video transporting viewers to the beginning of the environmental movement. PBS LearningMedia allows 3 resource views before it will ask you to create a free account to gain full access."
John Evans

Short Circuit Guides | Institute of Play - 1 views

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    "Short Circuit is an after-school experience with a fresh approach to electronics and physical computing for young people. The Short Circuit Curriculum Guide includes seven informal learning activity modules that encourage students to express their creativity and develop DIY digital media skills by exploring innovative uses for physical and digital materials, like circuits, conductive inks, LEDs and the latest programming languages. Short Circuit Curriculum Guide modules include lesson plans and individualized assessment tools based on programs piloted at Quest to Learn, as well as by the Digital Youth Network and YouMedia programs in Chicago."
John Evans

The Ultimate Guide to Gamifying Your Classroom | Edudemic - 1 views

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    "Gamification is the process by which teachers use video game design principals in learning environments. The effects are increased student engagement, class wide enjoyment of academic lessons, and high levels of buy-in, even from your most reluctant learners. When gamifying a classroom there are several things you'll need to consider. The first is content, as in what are you trying to teach? Like any lesson or unit plan, you'll need to figure out how to organize and assess new material. You'll also need to consider your students. What kind of learners are they? What information do they already know? You'll need to have a basic understanding of your students' technology skills and how much support each student may need. You'll want to consider putting together a training manual or some other support system for students who may need extra help. You'll also need to consider your own comfort level with technology and the actual technology available to you. These considerations may lead you to designing your own game, or relying one a template or already built quest."
John Evans

Evolution of a Maker Space, From "Monstie Stuffie" Projects to a Giant Catapult | Schoo... - 4 views

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    "Two years ago, I was asked to write an article for Knowledge Quest about how I created a maker space at Lamar Middle School in Flower Mound, TX. That first year of programming is so different from what I do now that I thought it pertinent to chart how our maker programming (#Makered) has evolved. During my first year as a librarian in 2012-13 my Teen Advisory Board (TAB) helped me redecorate a small office located behind our circulation desk. My director bought us some reading rockers, chalkboard paint, rain gutters, and 25 licenses for Minecraft."
John Evans

Ed/ITLib DL → Children's Sense of Self: Learning and Meaning in the Digital Age - 0 views

  • Children’s Sense of Self: Learning and Meaning in the Digital Age
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    This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally transformative in prosocial ways. Players' experiences with these worlds are as much defined by the technical design and construction of these spaces as they are influenced by the socio-cultural arrangements that develop. In support of this belief, we collected data on children's experiences with a range of technologies germane to the Digital Age, including their participation in the Quest Atlantis environment, an immersive space for learning that is intended to engage children ages 9-12 in a form of dramatic play comprising both online and real-world learning activities. By enlisting this innovation to nonintrusively collect data about children's participation as well as their engagement with media more generally, the research team was able to move beyond an ethnographic study of what already exists in the world and develop a grounded appreciation for what an innovative technology-rich context might make possible in the future.
John Evans

No-edit Audio Podcasts of Conference Presentations Via Cinch @cinchcast #edap... - 3 views

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    "I'm on a continuing quest to discover more effective and efficient ways to share audio recordings online, and the Cinch app for iOS (iPhone, iPad and iPod Touch) continues to be one of my favorites"
Phil Taylor

Encyclopædia Britannica Image Quest - 13 views

  • The best education images all in one place Access more than two million rights-cleared images
John Evans

Quest Atlantis - 0 views

  • Quest Atlantis (QA) is an international learning and teaching project that uses a 3D multi-user environment to immerse children, ages 9-15, in educational tasks. QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. Participation in this game is designed to enhance the lives of children while helping them grow into knowledgeable, responsible, and empathetic adults. Explore our site and learn more about this exciting project.
John Evans

The amazing Word Lens app for iOS is now free | Apple news, reviews and how-to's since ... - 0 views

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    "Imagine an iPhone app that can instantly translate written text between languages in real time. It sounds like science fiction, but Word Lens (free) does exactly that. We were wowed by the app back in 2010 and now its parent company, Quest Visual, has been purchased by Google. The immediate result is that World Lens is now free. Additionally, Language packs that were formerly available via in-app purchase are now free as well."
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