"When Does 'EdTech' Just Become 'Education,'"
Tech-Supported Learning is Focus of SXSWedu Conference - Marketplace K-12 - Education Week - 0 views
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it's not about the technology. It's about the process of learning."
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A few years ago, district leaders wanted to know the educational and economic benefits of making a digital transition, according to Bill Goodwyn, president and CEO of Discovery Education, in another panel on public-private partnerships. "Today they're not asking why. They're asking, 'How do I get there?'" he said. "A lot of districts want to frame this as a technology issue. It's not a technology issue. It's a learning issue."
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The Ultimate Guide to Gamifying Your Classroom | Edudemic - 0 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.
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Components of Gamifying the Classroom There are several aspects of video-game design that can be incorporated into the gamified classroom. Here are several:
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Points: In video games, users gain points as the travel through their quests. The more time they invest in the game the more points they earn
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