In this paper, the authors discuss the use of technology in storytelling. Children can use gesture-based technology to make their stories more tangible, more real.
Such a thoughtful and intelligent idea: Bringing solar powered ipads to third world countries for learning
'School Box' which will take iPads to the most remote rural schools - using solar power and micro projectors we will be able to bring computerised teaching aids to the poorest schools
"I hope we will get the first pilot programmes started early next year. If we can get it to work in Zimbabwe, I am sure it will spread to the poor schools throughout Africa - and beyond".
Using iPads to help students in third world countries to learn. This is such a good idea so that way the children are able to learn with apps and also can learn to read with this.
One of the biggest obstacles to wide-scale acceptance of GBL in our classrooms
is the lack of proper training for our teachers.
This is the area that most people think about when they hear the term
“game-based learning.” This course is about evaluating all types of games to
ascertain their relevance and effectiveness in student learning:
Online educational game “collections,” such as Primary Games Arena, BrainPOP, and zondle
Non-digital games, such as conventional board games and card games
Having students design and develop their own games is a powerful way to have
students learn not only about the technical and creative aspects of making a
game but also about content-specific topics (such as history or math) that needs
to be embedded in the game. Popular game creation tools include:
In this course, teachers will learn how to design and develop their own educational alternate reality game or other new media game
that does not require programming skills nor a large development team to build.
Using game elements and principles to turn a class into a more game-like setting
can be a way to help motivate and engage students. In this course, teachers will
learn about the pros and cons of using gamification strategies, such as the use
of badges and point systems, in the classroom or online course
and ways in which they can implement these strategies.