Skip to main content

Home/ DigiWriMo: Let's Play/ Group items tagged #clmooc

Rss Feed Group items tagged

Sheri Edwards

How To Ignore A List | The Wonder! The Wonder! - 0 views

  •  
    "challenge students with quick creative challenges aimed at having students reflect on and create multimedia statements about themselves. The hope is that these kind of projects immediately introduce to the students a few critical ideas: They will use their devices to create, They will consider what is meaningful to them, They will share their work."
Sheri Edwards

My Agency, Meme Style | The Wonder! The Wonder! - 0 views

  •  
    "challenge students with quick creative challenges aimed at having students reflect on and create multimedia statements about themselves. The hope is that these kind of projects immediately introduce to the students a few critical ideas: They will use their devices to create, They will consider what is meaningful to them, They will share their work."
Sheri Edwards

Meme-Inspired Writing Activities, Part I | Create. Communicate. Connect. - 0 views

  •  
    New #writing activity! Fun ways to use #meme to explore #character. #clmooc #amwriting http://t.co/kdmieE6QVP via @wordpressdotcom
Sheri Edwards

How Thomas van Linge Mapped Islamic State - SPIEGEL ONLINE - 0 views

  •  
    serious, not play: interest driven education
Sheri Edwards

Games In The Classroom: What the Research Says | MindShift - 2 views

  • summarizing a bit of the scant research that’s specific to the classroom
  • According to the SRI study, a simulation differs from a game in that it does not employ a points or “currency” based reward system and it doesn’t have level based achievement goals. In addition, simulations have an “underlying model that is based on some real-world behavior.”
  • there’s no need for more commodified motivation
  • ...6 more annotations...
  • Play is useful because it simulates real life experience — physical, emotional, and/or intellectual — in a safe, iterative and social environment, not because it has winners and losers.
  • The achievement lies in the act of learning and understanding itself.
  • interactive digital tools can offer an efficient means to provide effective contextualized learning experiences.
  • games as most beneficial for “low-performing students,” “students with emotional/behavioral issues,” “student with cognitive or developmental issues.” In other words, students who have been labeled and/or diagnosed because they struggle within the traditional school environment, benefit from game-based approaches
  • Gaming inherently involves systems-thinking which is best taught through collaborative learning.
  • There are connected, networked ways of knowing that will dominate the digital future. Sharing and collaboration go hand-in-hand with integrating non-competitive and non-commodified ways of playing. The way students play and learn today is the way they will work tomorrow.
  •  
    More to consider. Games In The Classroom: What the Research Says | MindShift http://t.co/sn6lHuXAPZ via @MindShiftKQED #clmooc @onewheeljoe
1 - 15 of 15
Showing 20 items per page