Socrative is a smart student response system that empowers teachers to engage their classrooms through a series of educational games and exercises via smartphones and tablets.
My first attempt creating an interactive Youtube video to supplement a lesson on moral development. If we don't have the option of a live casts, can use short stories. http://youtu.be/UVA1fuUoTPI
Evaluation is needed to gain a better understanding of the problems and issues regarding e-learning. Current evaluation approaches still tend to focus on the functionality of the learning technologies and not on the learning which is facilitated by the functionality. If pedagogy is such an important factor in e-learning, then an important role for evaluation is to assist lecturers through providing an understanding of the impact of different pedagogic approaches. Read on at http://atcel.info/wBbW0g
For those who need added motivation to exercise or start exercising. Ingenious app that imagines running in a zombie infested world. Oh yes you can save your missions too. But do watch out for traffic, and people may think you are mad. Click on http://bit.ly/qYrNh1 to view video demo.
Another class of taxonomy. Good to know what's this about especially when thinking about the way learners learn and assessment. This is the shortest and simplest I could find to describe SOLO T.
For those who like to work with more features found in MS office. Offisync allows opening of google docs in MS Word, editing and auto updating back in google docs. http://bit.ly/rm7Eao
Tangential Learning - Reducing direct instruction and increasing self-directed learning. Interesting video that shares how to retain the 'fun' element in using video games to educate students. By getting users to play the game, you get them interested enough to find out more... on their own.
HI All, sharing one of the Instructional Design processes. Whether the project or training package we develop is effective or not depends on how well we do our FEA at the start. Some skip this process because of limited resources and its too cumbersome.
Testing my post and thought to share something with all.
Why is Angry Birds so appealing? It attracts a wide range of users ranging from babies to seniors. How can I use the concept, design of angry birds to aid in my design of instructional package (or a multimedia package)?
What are some key points I could glean from it?
Accessibility? Its on almost all mobile platforms - iOS, Symbian, Android, webOS, etc. Over 50 million people have downloaded the game which means 200million minutes of usage per day world wide. Its not exactly a very fast game. At first glance we are not given full sight of the pigs and the sling. Its quite frustrating and forces us to pinch to zoom out to see everything. And we don't like it because now we dont see in details.
We all know we sling the birds to kill the pigs. Some of us know that some birds can split or can explode. Sometimes the game doesn't retain my attention after several trys . But i do go back to try again. Interesting right?
An excerpt from Babara Bray a Creative Learning Strategist on Angry Birds.
What if we designed learning activities that were challenging enough that pushed us out of our comfort zone? Ask students to design a game with some of the design strategies like Angry Birds that teaches a math or physics concept. Map your curriculum with your colleagues to determine where there are gaps in learning. Then collaborate on one project that challenges and engages students. Create activities that students can access on their mobile device. Allow mobile devices in the classroom. Think about how you can change how you teach and how your students learn. Just imagine your students saying "I'm busy right now... learning."