Reimagine Learning Through Gameplay
Product code: GAMLRN
Expected publication date: 06/2019
Topics: Gamification, Gaming
Length: 136 pages
The impulse to create is one of the most basic human drives. As far back as the Stone Age, we were using materials in our environment to fashion tools for solving the problems we encountered. And in the millions of years since then, we have never stopped creating. In fact…
Topics: 1:1, Assistive and adaptive technologies, Augmented reality, BYOD, Computational Thinking, Curriculum, Education leadership, Gamification, Gaming, Makerspaces, Mobile learning, Personalized Learning, professional learning, Project-based learning, Robotics, STEM & STEAM, Technology infrastructure, Tools
The past decade has seen a narrowing of the digital divide when it comes to two things: the number of devices in classrooms and the Wi-Fi that transforms these devices into powerful learning tools.
But it’s premature to say the digital playing field has been leveled.…
Topics: Project-based learning
Leon Tynes couldn’t believe what his students were telling him.
Black men, they said, comprise fewer than 2 percent of U.S. educators. And that number is shrinking at an alarming rate.
A black male educator himself, he’s no stranger to the…
Student activists at Florida’s Marjorie Stoneman Douglas High, who attracted global attention by demanding better gun laws after 17 of their classmates were killed inspired some Eugene, Oregon, students to take on a civic engagement project of their own.
Tell me if this scenario sounds familiar: A teacher wants her students to engage in project-based learning (PBL) and also demonstrate their learning. So at the end of a chapter or unit, she assigns them to research a topic, collect some images and present their slideshows to the class…
Nearly 5,000 miles separate Paris, France, from Lopez Island in the state of Washington. Middle-school students from these far-flung locations worked together to research, curate and share the otherwise forgotten stories of World War I American soldiers buried abroad.
Being a student should be a little like being an apprentice preparing for life in the real world. But when school is nothing like the future workplace, that goal is impossible to reach.
So what will the real world be like when students enter the workforce? We hear a lot about…
Topics: Assistive and adaptive technologies, Augmented reality, Coding & robotics, Computational Thinking, Digital Citizenship, Digital storytelling, Education leadership, Gamification, Gaming, Literacies, Makerspaces, Personalized Learning, professional learning, Project-based learning, Robotics, STEM & STEAM
“Leaders get people moving. They energize and mobilize. They take people and organizations to places they have never…