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Ted O'Neill

Program halted after LA students breach school iPads' security in a week | Fox News - 2 views

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    Should read: "Program halted after LA students fixed school iPads' security in a week" Example of failed, incoherent roll out of iPads 1:1
Adam Clark

The Exploding Whale - YouTube - 0 views

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    Exploding whale video shared by Andrew Churches on Day 1 of the weekend workshop
Kim Cofino

Digital Literacy Dover: Finding Balance - iLearn Parent Workshop - 2 views

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    @mscofino a big area of interest with our parents at the moment - hope this helps http://t.co/UTwYSIEz #uwcsea
Kim Cofino

easTech: Dealing with distraction, 5 tools to help you get things done - 2 views

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    @mscofino Easy! Have a conversation with them, set boundaries, be a positive role model & manage with tools: http://t.co/Qry6FsMj
Rebekah Madrid

http://scottnicholson.com/pubs/meaningfulframework.pdf - 0 views

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    Gamification is the "use of game design elements in non-game contexts"  (Deterding et al, 2011, p.1). A frequently used model for gamification is to equate an  activity in the non-game context with points and have external rewards for reaching  specified point thresholds. One significant problem with this model of gamification is that  it can reduce the internal motivation that the user has for the activity, as it replaces  internal motivation with external motivation. If, however, the game design elements can  be made meaningful to the user through information, then internal motivation can be  improved as there is less need to emphasize external rewards. This paper introduces the  concept of meaningful gamification through a user-centered exploration of theories  behind organismic integration theory, situational relevance, situated motivational  affordance, universal design for learning, and player-generated content. 
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