This document discusses using games in the classroom to engage students in learning. It introduces several digital games that can be used like Kahoot, Quizlet, Quizizz, and Gimkit. It provides research that shows games can improve vocabulary acquisition over traditional methods. Games allow students to learn in a meaningful, interactive way while developing critical thinking and collaboration skills. Teachers are encouraged to use games to develop connections with course content and create positive learning experiences. Examples are provided of how to integrate these games into lessons and ways they support language skills in the CEFR framework.
Bring Your Mojo to the Virtual ClassroomCynthia Clay
This 60-minute webinar delivered to the Los Angeles chapter of ASTD describes Mojo Crushers and Mojo Makers. Learn how to design and facilitate engaging, interactive webinars.
Bring Your Mojo to the Virtual ClassroomCynthia Clay
Virtual design and delivery skills to help you bring your training mojo to the virtual learning environment. Learn about Mojo Crushers and Mojo Makers.
ACSTAC 2017: Using Virtual Worlds: David W. DeedsDavid W. Deeds
ACSTAC: Anatolia College of Science and Technology Annual Conference. This is David W. Deeds' workshop on virtual worlds. ACSTAC 2017 will be held Nov. 24-26 at Anatolia College in Thessaloniki, Greece: http://www.acstac.gr/. This is the same workshop Dr. Deeds conducted for last year's ACAMIS (Association of China and Mongolia International Schools) Technology Conference in Suzhou, China.
Scott Brewster - Leveraging Serious Games to Promote STEM Competency for Pre-...SeriousGamesAssoc
Presenter: Scott Brewster, Founding Partner & Chief Technical Officer, Triad Interactive Media
For most people, game experiences are a part daily life–whether it be playing a casual game on their mobile phone or playing a “game” with themselves to see how much further they can run the next time they go jogging. Games are how students learn in the real world, and more and more their expectation will be to have similar experiences when they are in the classroom. Brewster will discuss how games can be used to improve preservice and inservice teacher STEM content knowledge AND help them become more comfortable with using gaming and technology in the classroom.
Guidelines for communicating work effectively with PowerPoint and poster presentations, developed for an MSU Undergraduate Opportunities in Summer workshop.
The NETS*S Assessment Benchmarks for Grades 2 and 5 are used as guides to ensure that all the NETS*S (PK-5) are being covered in the elementary curriculum. Each teacher-created lesson presented shows how the technology standards are covered through critical thinking, interactive cross-curricular activities. These lessons provide the students with the skills needed to perform successfully on the suggested NETS*S assessments.
WebOrganic eLearning - SSPKW Primary School Project Sharing 20130628Jeff Ng
WebOrganic eLearning - SSPKW Primary School Project Sharing 20130628
For more information on e-Learning, please visit my blog http://jeffconsulting.blogspot.com/ .
Classroom of the Future - Technology and BeyondMaritza Heuvel
Delivered at Innovate Schools 2014, 9 October 2014.
***
The use of educational technology inside and outside the classroom is changing the way we teach. New models like the"flipped classroom” have emerged as more effective ways to transfer knowledge and engage learners meaningfully.
However, technology is just one aspect of the learning environment in classrooms. In this talk, I touch on the design of physical classroom space, and question the very need for constructs like grade divisions and classroom walls.
I touch on examples such as the School of One in New York, visuals of fresh classroom designs and South African experiments, like Judi Francisco's JustBlendit! experiment at Micklefield Primary.
Event “Enhancing the skills of youth with learning disabilities” on 22 June 2...Karel Van Isacker
Event “Enhancing the skills of youth with learning disabilities” on 22 June 2018 – Brussels, Belgium
In the context of the “Intelligent Serious Games for Social and Cognitive Competence” project (ISG), we organised the event “Enhancing the skills of youth with learning disabilities” on 22 June 2018, in Brussels, Belgium.
The event highlighted a whole range of initiatives that have as common goal to enhance skills of youth with (learning) disabilities.
Target audience:
People with disabilities, and their families and friends
Teachers / Trainers / Tutors from inclusive and special education
Youth and disability organisations
Personal caregivers
ICT and AT experts
Program:
8.30-9.00: Registration and welcome
OPENING (9.00-9.30)
Opening + introduction to ISG – Karel Van Isacker (CEO, PhoenixKM)
SESSION 1 (9.30-10.30)
Increased independence for youth with learning disabilities
Chair: Jean-Marie Vanhove (inclusion expert)
9.30 – 10.00: More independence for youth with learning disabilities – EU context: Helga Stevens (N-VA), Member of the European Parliament, Vice-Chair ECR, Co-chair Disability Intergroup
10.00 – 10.20: Witness accounts of pilot participants
10.20 – 10.30: Discussion – questions
SESSION 2 (10.30 – 11.30)
Need for skills enhancements: A European perspective
Chair: Shervin Shirmohammadi, Sehir University, Turkey
10.30 – 10.50: EU Disability Policy: Inmaculada Placencia-Porrero (Deputy Head of Unit, for Rights of Persons with Disabilities within the Directorate General for Justice)
10.50 – 11.10: The need for skills training for people with disabilities: Mark Van Assche (TOLBO vzw)
11.10- 11.30: Discussion and questions
Break + exhibition (11.30 – 12.00)
SESSION 3: (12.00- 13.30)
Examples of how skills training is applied in various initiatives towards vulnerable groups
Chair: Petya Grudeva, MCA
12.00 – 12.20: Play2DO – MCA
12.20 – 12.40: Pathway+ and Speech pathology – Karel Van Isacker, PhoenixKM
12.40 – 13.00: Positive Leisure + Access Interact + ST4ALL – NARHU
13.00 – 13.30: Discussion and questions
Closing words by Jan Buysse, Managing Director vleva
Lunch (13.30 – 15.00)
Break and exhibition of wide range of inclusion oriented projects (13.30 – 15.00)
This project (2015-1-TR01-KA201-022247) has been funded with support from the European Commission (Erasmus+ Programme). This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
Introducing Zondle - Free Games for Learningtutor2u
Zondle is a free web and mobile platform that empowers teachers to engage students and enhance learning.
Zondle empowers teachers: enabling them to create and share educational content to meet the specific learning needs of individual students.
Zondle engages students: motivating them and giving them ownership of their learning, through their choice of web and mobile games.
Zondle enhances learning: consolidating classroom work, preparing for high-stakes tests, all without any marking
Bring Your Mojo to the Virtual ClassroomCynthia Clay
This 60-minute webinar delivered to the Los Angeles chapter of ASTD describes Mojo Crushers and Mojo Makers. Learn how to design and facilitate engaging, interactive webinars.
Bring Your Mojo to the Virtual ClassroomCynthia Clay
Virtual design and delivery skills to help you bring your training mojo to the virtual learning environment. Learn about Mojo Crushers and Mojo Makers.
ACSTAC 2017: Using Virtual Worlds: David W. DeedsDavid W. Deeds
ACSTAC: Anatolia College of Science and Technology Annual Conference. This is David W. Deeds' workshop on virtual worlds. ACSTAC 2017 will be held Nov. 24-26 at Anatolia College in Thessaloniki, Greece: http://www.acstac.gr/. This is the same workshop Dr. Deeds conducted for last year's ACAMIS (Association of China and Mongolia International Schools) Technology Conference in Suzhou, China.
Scott Brewster - Leveraging Serious Games to Promote STEM Competency for Pre-...SeriousGamesAssoc
Presenter: Scott Brewster, Founding Partner & Chief Technical Officer, Triad Interactive Media
For most people, game experiences are a part daily life–whether it be playing a casual game on their mobile phone or playing a “game” with themselves to see how much further they can run the next time they go jogging. Games are how students learn in the real world, and more and more their expectation will be to have similar experiences when they are in the classroom. Brewster will discuss how games can be used to improve preservice and inservice teacher STEM content knowledge AND help them become more comfortable with using gaming and technology in the classroom.
Guidelines for communicating work effectively with PowerPoint and poster presentations, developed for an MSU Undergraduate Opportunities in Summer workshop.
The NETS*S Assessment Benchmarks for Grades 2 and 5 are used as guides to ensure that all the NETS*S (PK-5) are being covered in the elementary curriculum. Each teacher-created lesson presented shows how the technology standards are covered through critical thinking, interactive cross-curricular activities. These lessons provide the students with the skills needed to perform successfully on the suggested NETS*S assessments.
WebOrganic eLearning - SSPKW Primary School Project Sharing 20130628Jeff Ng
WebOrganic eLearning - SSPKW Primary School Project Sharing 20130628
For more information on e-Learning, please visit my blog http://jeffconsulting.blogspot.com/ .
Classroom of the Future - Technology and BeyondMaritza Heuvel
Delivered at Innovate Schools 2014, 9 October 2014.
***
The use of educational technology inside and outside the classroom is changing the way we teach. New models like the"flipped classroom” have emerged as more effective ways to transfer knowledge and engage learners meaningfully.
However, technology is just one aspect of the learning environment in classrooms. In this talk, I touch on the design of physical classroom space, and question the very need for constructs like grade divisions and classroom walls.
I touch on examples such as the School of One in New York, visuals of fresh classroom designs and South African experiments, like Judi Francisco's JustBlendit! experiment at Micklefield Primary.
Event “Enhancing the skills of youth with learning disabilities” on 22 June 2...Karel Van Isacker
Event “Enhancing the skills of youth with learning disabilities” on 22 June 2018 – Brussels, Belgium
In the context of the “Intelligent Serious Games for Social and Cognitive Competence” project (ISG), we organised the event “Enhancing the skills of youth with learning disabilities” on 22 June 2018, in Brussels, Belgium.
The event highlighted a whole range of initiatives that have as common goal to enhance skills of youth with (learning) disabilities.
Target audience:
People with disabilities, and their families and friends
Teachers / Trainers / Tutors from inclusive and special education
Youth and disability organisations
Personal caregivers
ICT and AT experts
Program:
8.30-9.00: Registration and welcome
OPENING (9.00-9.30)
Opening + introduction to ISG – Karel Van Isacker (CEO, PhoenixKM)
SESSION 1 (9.30-10.30)
Increased independence for youth with learning disabilities
Chair: Jean-Marie Vanhove (inclusion expert)
9.30 – 10.00: More independence for youth with learning disabilities – EU context: Helga Stevens (N-VA), Member of the European Parliament, Vice-Chair ECR, Co-chair Disability Intergroup
10.00 – 10.20: Witness accounts of pilot participants
10.20 – 10.30: Discussion – questions
SESSION 2 (10.30 – 11.30)
Need for skills enhancements: A European perspective
Chair: Shervin Shirmohammadi, Sehir University, Turkey
10.30 – 10.50: EU Disability Policy: Inmaculada Placencia-Porrero (Deputy Head of Unit, for Rights of Persons with Disabilities within the Directorate General for Justice)
10.50 – 11.10: The need for skills training for people with disabilities: Mark Van Assche (TOLBO vzw)
11.10- 11.30: Discussion and questions
Break + exhibition (11.30 – 12.00)
SESSION 3: (12.00- 13.30)
Examples of how skills training is applied in various initiatives towards vulnerable groups
Chair: Petya Grudeva, MCA
12.00 – 12.20: Play2DO – MCA
12.20 – 12.40: Pathway+ and Speech pathology – Karel Van Isacker, PhoenixKM
12.40 – 13.00: Positive Leisure + Access Interact + ST4ALL – NARHU
13.00 – 13.30: Discussion and questions
Closing words by Jan Buysse, Managing Director vleva
Lunch (13.30 – 15.00)
Break and exhibition of wide range of inclusion oriented projects (13.30 – 15.00)
This project (2015-1-TR01-KA201-022247) has been funded with support from the European Commission (Erasmus+ Programme). This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
Introducing Zondle - Free Games for Learningtutor2u
Zondle is a free web and mobile platform that empowers teachers to engage students and enhance learning.
Zondle empowers teachers: enabling them to create and share educational content to meet the specific learning needs of individual students.
Zondle engages students: motivating them and giving them ownership of their learning, through their choice of web and mobile games.
Zondle enhances learning: consolidating classroom work, preparing for high-stakes tests, all without any marking
Want to engage your students? We've compiled a list of the best tools for maximizing engagement levels. Keeping your students engaged can be difficult. But technology doesn't have to be a distraction to learning. Apps and tools can help engage your students, as well as monitor engagement levels.
TeachNext is a digital learning ecosystem which makes the end-to-end process of teaching and learning easy and more engaging. At the core of TeachNext is a rich multimedia based, pedagogically appropriate content mapped to school curricula.
Apart from digital classroom hardware and content, the TeachNext ecosystem includes various features that make everything from planning a class to evaluating students very effective.
Teach Talk: Devices are taking over the classroom - so what next?FrogEducation
The revolution has arrived. Mobile devices are in our classrooms, but after technical issues have been resolved, how do you actually use devices as a teaching resource? Hear how schools are using devices in the classroom to improve learning and increase student engagement.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
2. Que faisons-nous ?
Center for Distance Learning and
Innovation
• A part of the Newfoundland
and Labrador English School
District
• Delivers e-learning courses to
students attending high
schools in rural, remote and
isolated regions of the
province
3. Nos collègues / CDLI Staff
• 29 E-Teachers
• 1 Guidance
Counsellor
• 11 support
personnel
• 16 locations
4. Locations
• Virtual distance education presence
in 125 of the province’s 137 high
schools (91%)
• Main resource hubs at Memorial
University and Gander
• Teachers/Staff dispersed throughout
the province with the majority base
in Gander and St. John's
7. Research in vocabulary
acquisition
Studies conducted by Calvo-Ferrer (2017), Ashraf,
Motlagh, & Salami (2014), Saffarian and Gorjian (2012),
Segers and Verhoeven (2003) indicate that students
who used computer games for vocabulary acquisition
had superior results over the control groups.
English Language Teaching; Vol. 10, No. 12; 2017 Published by Canadian Center of
Science and Education - Using Online Computer Games in the ELT Classroom: A Case
Study by Ioanna Vasileiadou & Zafiri Makrina
https://files.eric.ed.gov/fulltext/EJ1160907.pdf
7
8. Chunking versus
isolated vocabulary acquisition
“...the research on vocabulary acquisition suggests to
us that, while explicitly learning isolated words can be
useful, it’s not the MOST useful thing to be doing with
limited time.”
“Cognitive science...tells us that memorising chunks of
language is more efficient than doing so through
isolated words. We can hold a handful of items in
working memory; that handful could be in the form of
four single words or four longer phrases.”
Steven Smith - Webmaster of Frenchteacher.net
https://frenchteachernet.blogspot.com/2019/02/the-curse-of-single-word-vocab-learning.html
8
9. Pourquoi jouer?
● L’apprentissage engagé et significatif
● Introduire/développer un nouveau concept ou une
nouvelle idée
● Expérimenter avec le vocabulaire/les expressions
● Les compétences en pensée critique
● La créativité et le travail en équipe
● L’esprit sportif
● La carte de sortie
● Développer des liens avec le contenu
● Créer des expériences d’apprentissages positives.
9Source- http://www.educationworld.com/a_curr/reasons-to-play-games-in-the-classroom.shtml
11. 11
These games will allow you to integrate the skills of the
CEFR:
● listening comprehension
● reading comprehension
● spoken interaction & production
● written interaction & production
Interaction- To have interaction, the activity must be
responsive.
Students voices need to be heard to make them feel
valued and appreciated.
16. Pourquoi Kahoot ?
Saves time: creating a quiz for your session only takes minutes.
During the session, neither you, nor the trainees need to install or
configure anything.
Gives immediate feedback: you can see the results and
immediately spot if some questions need additional explanation.
Engages any audience: trainees pay more attention because they
really want to win!
Improves knowledge retention: the interactive format helps
people remember more of the content covered in the session.
16
17. 17
L’évaluation formative (gratuit)
● jouer en groupe/salle de classe
● jouer individuellement ou en équipe avec votre
classe
● jouer individuellement ou en équipe avec les
classes à travers le monde
● partager l'écran sur le whiteboard (le mieux), un ordi
ou via la télévision
21. Kahoot JUMBLE-
Faire les phrases
21
https://play.kahoot.it/#/?quizId=5375af0f-7afa-4815-9a9c-
c7cd25c3155a
22. 22
It started with a French test. Andrew Sutherland, then
a 15-year-old high school freshman in Albany,
California, had to memorize 111 French terms for
animals (including "winnie l'ourson," better known to
us as Winnie the Pooh). Most kids would write up
flash cards or badger their parents into helping them
prep. Instead, Sutherland created a software program
that ultimately turned into Quizlet, a Web-based tool
that anyone can use to memorize vocabulary terms.
Source - http://abcnews.go.com/Technology/PCWorld/story?id=4417827
23.
24. 24
● Requires a minimum
of 6 players.
● Team names and
members are
randomly generated!
● One wrong answer
returns that team to
the beginning again.
29. 29
1. Student-paced: Questions appear on each student's
screen, so they can answer questions at their own pace,
and review their answers at the end.
2. BYOD !!!
3. Thousands of public quizzes: Amazing teachers around
the world create thousands of great questions on Quizizz
every day! This community effort generates great content
that everyone can use.
4. Quiz Editor: The Quizizz editor is the most awesome quiz
editor in the world
5. Reports: Our reports give you detailed class-level and
student-level insights for every quiz you conduct. You can
also download the reports as an Excel spreadsheet.
Source- https://quizizz.zendesk.com/hc/en-us/articles/203696151-What-are-the-different-Quiz-Settings-
48. Triptico is a collection of
interactive resources which
enable imaginative educators
to create engaging learning
for their classroom or
workplace.
Creating, saving, adapting and
sharing interactive learning
content is easy with Triptico.
Triptico
48