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Reshan Richards: ISTE 2017 is a networking amplifier

Reshan Richards: ISTE 2017 is a networking amplifier

04/26/2017

Topics: 1:1, BYOD, Computational Thinking, Curriculum, Flipped learning, Gaming, ISTE Conference & Expo, Learning spaces, Mobile learning, Online learning, professional learning, Technology infrastructure, Tools

Many of our presenters come to the ISTE Conference & Expo for the same reason that other attendees come: They love the engagement, learning from peers and the electric atmosphere.

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Use badges to create self-paced learning experiences

Use badges to create self-paced learning experiences

04/21/2017

Topics: 1:1, Assistive and adaptive technologies, Augmented reality, BYOD, Computational Thinking, Curriculum, Gamification, Gaming, Makerspaces, Mobile learning, Personalized Learning, professional learning, Project-based learning, Robotics, STEM & STEAM, Technology infrastructure, Tools

Awarding badges is more than a way to recognize student accomplishments. For educator Michele Haiken, badges also offer a way to give students a self-paced learning experience.

“I looked to my gaming experience and I borrowed the idea of badging as I re-examined my curriculum…

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Gamify any lesson, class or curriculum

Gamify any lesson, class or curriculum

02/07/2019

Topics: Gamification, Gaming

I’m not a gamer, never even owned a console. That's probably why I'd never been very interested in game-based learning and was not excited last spring when I found myself sitting in a…

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Infographic: Make your learning fun and games

Infographic: Make your learning fun and games

12/21/2015

Topics: Gamification, Gaming, ISTE Conference & Expo

This is an updated version of a post that was originally published on June 30, 2015. 

Game-based learning is moving into the mainstream as more platforms become available and more educators recognize the benefits of increased student engagement and achievement. On top of…

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Gamify your classroom and empower students

Gamify your classroom and empower students

12/01/2015

Topics: Gamification, Gaming

Games are a popular — and effective — classroom tool. Educators can use them to immerse kids in content, assess learning and modify behavior. They can teach life skills, such as collaboration and…

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Teach locally, share globally on a multilingual Twitter chat

Teach locally, share globally on a multilingual Twitter chat

11/18/2015

Topics: Gaming, professional learning, Tools

Global project-based learning allows students to collaborate with experts and other learners around the world. Hailed as way to…

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Game-based learning takes the sting out of failure

Game-based learning takes the sting out of failure

11/12/2015

Topics: Gamification, Gaming

Embedding game-based learning into the curriculum is a playful way to help students embrace the idea of failing forward.

Not only do games present failure as a challenge to…

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Get in the game: Winning isn' 't the only goal with classroom games

Get in the game: Winning isn't the only goal with classroom games

10/01/2015

Topics: Gamification, Gaming

School isn’t fun when you’re failing. However, failure is part of learning, so every student needs to learn how to fail positively and find ways to use the…

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Use Minecraft to teach math

Use Minecraft to teach math

09/25/2015

Topics: Gaming, STEM & STEAM

We know that kids love computer games and will spend hours on end totally engrossed in them. But “education games” are often neither educational nor much fun. The challenge is to find a way to organize, implement, manage, assess, guide and provide ample learning opportunities and still keep…

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