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Russell Ogden

100 Free Tools to Make Your Teaching More Entertaining - 18 views

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    Most educators hope that their teaching touches students in exciting ways so that the information conveyed makes an impact. One sure way to engage students is to make their educational experience fun.
Roland Gesthuizen

'CodeSpells' wizard game teaches you how to program in Java (Wired UK) - 10 views

  • The aim was to keep children engaged while they are learning programming, which can be frustrating
  • he developed the game because there is a lack of qualified instructors to teaching computer science below college level in a way that is accessible
  • emergent use of code to surmount challenges of one's own making is an act that fits our definition of exploratory play
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  • analysed how 30 successful programmers learnt their trade.  They found that activities had to be structured by the person who is trying to learn and that learning must be creative and exploratory as well as 'sticky' -- successful programmers would spend hours and hours coding
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    "A team of computer scientists has developed a videogame called CodeSpells that teaches people how to code in Java."
Roland Gesthuizen

High Scalability - High Scalability - Grace Hopper to Programmers: Mind Your ... - 2 views

  • Here's a short, witty, and wise video of her famous nanosecond demonstration. An amazing lady, great innovator, an engaging speaker, and an inspiring teacher.
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    Computing pioneer Grace Hopper, inventor of the compiler, searched for a concrete way to create an intuitive understanding of just how fast is a nanosecond, a billionth of a second, which was the speed of their new computer circuits.
Shannon Poulsen

Five Tips for New Teachers to Become Connected Educators - 0 views

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    This month, the U.S. Department of Education kicked off Connected Educator Month, with engaging keynotes, panel discussions, book chats, and more. During this month, educators in the U.S. and globally will have opportunities to connect themselves and their communities, online and in-person, to support their professional practice.
Tony Richards

Brains and bracelets: Gates funds wrist sensors for students - 3 views

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    Interesting development and some amazing data must have been captured be good to chat about this.
Simon Youd

10 Iconic Teacher Actions That Technology Should Disrupt - 0 views

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    by Terry Heick A little bit of technology doesn't change much. Can make things a little easier by automating them. It could make a lesson here or there gee-wiz flashy, or even engage hesitant students. Tacked-on learning technology can do this. But deep integration of technology-real at-the-marrow fusion of learning model, curriculum, and #edtech?
Rhondda Powling

13 Very Different Tools To Help Students Find Their Voice - 5 views

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    A range of digital tools are listed that will allow students to reflect or comment on issues or put their own point of view. They are listed under headings such as writing, multimedia, speaking, performing/directing and artistic expression. Each offers a discussion about the strategy, the tools that could be used and ideas about measuring success.
Rachael Bath

5 Good Chrome Extensions for Students and Teachers ~ Educational Technology and Mobile ... - 7 views

  • eliminates all distractions from your online reading experience,
  • Connect Clearly to Evernote
  • Chrome Remote Desktop allows users to remotely access another computer through Chrome browser or a Chromebook
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  • hort-term basis for scenarios such as ad hoc remote support, or on a more long-term basis for remote access to your applications and f
  • cite web sites with one click using the EasyBib Toolbar
  • build a fully-formatted, alphabetized, and Word-processor-ready bibliography.
  • ebook reader
  • uto-scroll
  • create interactive flashcards
  • engaging quizzes and games.
  • dd synonyms, audio pronunciation, contextual twitter examples, and contextual sentence examples from real news sources
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    This would be a great start for anyone with Chromebooks or just using the Chrome browser to get the most out of the experience
Ian Guest

Otherwise Engaged - 1 views

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    The perils of the status update?
Roland Gesthuizen

Not every blog has its day - 2 views

  • Companies that have gleaned the most from the technology have managed it actively through training, monitoring user behaviour and constant adjustment
  • it's important to go where users want to go
  • Collaboration tools also need sponsors - people entrusted with advancing their cause.
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  • If you don't put tribe leaders in place, the community will fall away," he says, adding that the tool needs to be relevant to individual users.
  • the time has come for companies to stop locking down computers and observe which social technologies are preferred and engaged by employees. "We need to focus on the human being part of the equation,"
  • Today's collaboration tools need to be intuitive, work in short bursts and have a robust databank that is easy to search,
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    "Still trying to get your employees to embrace the company wiki and other recent collaboration tools? Sorry, the world has moved on. Four years since the birth of "Enterprise 2.0", many wikis have been abandoned, as companies find it takes more to enthuse staff to share than just building a platform and expecting them to come."
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    Intesting refection about enterprise applications of web2.0 tools that could be applied to the Ultranet.
Clay Leben

The Case for Videogames as Powerful Tools for Learning | PBS - 12 views

  • 1. Just-in-time learning. Videogames give you just enough information that you can usefully apply. You are not given information you'll need for level 8 at level 1, which can often be the case with schools that download files of information that are never applied. Videogames provide doable challenges that are constantly pushing the edge of a player's competence. This is similar to Russian psychologist Lev Vygotsky's Zone of Proximal Development. Lev Vygotsky 2. Critical thinking. When you play videogames you're entering a virtual world with only the vaguest idea of what you are supposed to do. As a result, you need to explore the physics of the game and generate a hypothesis of how to navigate it. And then test it. Because games are complex, you are continually reformulating and retesting your hypothesis -- the hallmark of critical thinking. 3. Increased memory retention. Cognitive science has recently discovered that memory is a residue of thought. So what you think about is what you remember. As videogames make you think, they also hold the potential to increase memory retention. 4. Emotional interest. Videogames are emotionally engaging. Brain research has revealed that emotional interest helps humans learn. Basically, we don't pay attention to boring things. The amygdala is the emotional center of the brain and also the gateway to learning. 5. We learn best through images. Vision is our most dominant sense, taking up half of our brain's resources. The more visual input, the more likely it is to be recognized and recalled. Videogames meet this learning principle in spades as interactive visual simulations.
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    Article offers several examples of games designed for learning and 5 game qualities.
Clay Leben

Inkling for iPad on the iTunes App Store - 8 views

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    "Inkling is a platform for interactive textbooks, built from the ground up for iPad. It turns paper-based textbooks books into engaging, interactive learning experiences while staying compatible with the print book for classroom use."
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    Nice interactive app that schools with iPads should consider exploring as a replacement for traditional textbooks.
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    Platform for interactive books. Conversion of books to iPad. Add video and QA to content. Purchase chapters or textbook. McGraw Hill platform.
Chris Betcher

HowStuffWorks "How Gamification Works" - 6 views

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    "Gamification" describes turning real-world situations into games. Gamification is a neologism -- a newly invented term that's becoming commonly used. The word gamification was likely born in the realm of casual conversation to convey the idea of turning something into a game. People like entrepreneur and author Gabe Zichermann, though, have given gamification its own unique definition. Zichermann, a respected authority on gamification and its applications, defines the term as "the process of using game thinking and mechanics to engage audiences and solve problems." In short, he describes gamification as "non-fiction gaming."
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    In his 2010 book "Game-Based Marketing," co-authored with writer Joselin Linder, Zichermann defines a related term he coined: funware.
Russell Ogden

How To Use Twitter In The Classroom Without Compromising Your Professional Relationship... - 5 views

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    Straight forward description explaining how to utilise hashtags to maintain professional distance on Twitter
Roland Gesthuizen

BBC News - Minecraft awarded GameCity videogame arts prize - 3 views

  • it was ultimately selected on the basis of its mood and ability to encourage gamers to become creative. "It's the broadest definition of art that you can have,"
  • computer games are definitely artistic. There are images and storylines that engage you, ideas that confuse your mind for hours and a whole package that keeps you coming back for days.
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    Minecraft is the winner of a new arts award for computer games. The prize was announced at the finale of the GameCity videogame culture festival in Nottingham.
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