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donovanhallnz

5 Critical Mistakes Schools Make With iPads (And How To Correct Them) - Edudemic - Edud... - 1 views

    • donovanhallnz
       
      Great tip about finding four general apps for specific purposes.  The final sentence is a reminder, focusing on the content, not the app.
  • And we don’t introduce a single subject app. Instead we focus on the amazing range of consumption, curation, and creativity possible across grade levels and subjects using only four general apps: an annotation app, a screencasting app, an audio creation app, and a video creation app. In our workshops conversations about pedagogy center the iPad properly as an effective learning device. The content comes from a wide range of materials available across the Web and in our classrooms, not from apps.
jeffduckett

BBC - Newsbeat - NSPCC says smartphone apps increase bullying and abuse - 0 views

shared by jeffduckett on 05 Feb 13 - No Cached
  • The NSPCC says smartphone apps are making it easier than ever before for people to be bullied and abused online.
donovanhallnz

3 Edtech Tools You Can Use To Gamify Your Classroom - Edudemic - 1 views

  • There is an explosion of EdTech tools destined to gamify the classroom, most of which are web-based, while others come in the form of an app. Understandably, a teacher might wonder what is the best way to navigate through this sea of new, and subsequently, not thoroughly tested activities and tools. Throughout the school year I tried several game-based platforms with my students. Here are three game-based classroom solutions that helped me transform my fourth grade classroom into a dynamic learning environment. All three tools are completely free. Each platform is particularly strong in specific areas, therefore, depending on their needs, teachers can utilize one of the tools, or use a combination of two (or three), to maximize the impact on student learning.
  • The first, and probably the most popular game-based classroom platform is Socrative. A prominent member of the “audience response systems” family, Socrative is a powerful tool that offers many options to teachers. It is also one of the most diverse and adaptive of all platforms, as it offers three different highly customizable modes: the typical question-based game mode, a mode called “space race” which is a mode that aims to combine accuracy and speed, and a third mode called “Exit Ticket”, which can best be used at the end of a lesson as a means of taking the pulse of the classroom.
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