1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.
The document summarizes an instructional game called "Small Builder" that is designed for students in grades 1 and 2. The game aims to help students improve their multiplication skills. It allows students to enter their data, choose a multiplication table, and complete tasks while receiving feedback. The teacher's role is to provide instructions and evaluate student performance. Key features include an uncluttered interface, legible text, and visuals related to the content. However, the game lacks controllable sound, save/record options, and an in-game help function.
Target learner Program provides an entertaining world of colors and useful education through educational games that develop children's listening, coloring, memory, and color recognition skills. The program includes games to remember colors, distinguish colors, and color paintings with captions. Students navigate the program, choose games, and link colors with their names. Teachers are not needed as the software is easy for children to use independently. It features easy navigation, voice instructions, and interactive games designed by education specialists to develop children's skills in a fun way. The only concern is that the games lack different levels.
This document discusses the importance and effective integration of gaming in education. It argues that games can motivate students and help develop 21st century skills when integrated thoughtfully with pedagogical goals in mind. Some examples provided include using the game Expedition to teach geography concepts, the game Civilization 4 to teach historical concepts, and the game Climate Challenge to teach about climate change. The document emphasizes the importance of reflection, using games for formative and summative assessment, tying games to learning standards, and providing context and debriefing around game play. Teachers are encouraged to try out games themselves first before implementing them and to focus on enduring understandings rather than being too restrictive.
Digital storytelling can be used in math classrooms in several ways:
1) Teachers can record lectures for substitute teachers or for students to review homework.
2) Recorded lessons allow parents to observe classroom instruction and see how problems are solved.
3) Digital stories can help keep students engaged by providing a visual alternative to traditional blackboard lectures.
4) Teachers can use digital storytelling for alternative assessments that allow creative students to solve math problems.
The document reviews several educational apps that can be used in K-12 classrooms including MathCubes, ExitTicket, Vocabula, Read With Me, Universe Zoom, Socrative, Class Dojo, Drop Box, NearPod, and FlashCards+. It provides a brief description of each app's grade level, subject area, features for student feedback and engagement, ease of use, privacy, alignment to curriculum standards, and whether instructions are easy to follow.
Digital storytelling can be used in math classrooms in several ways. It allows teachers to record lectures for substitute teachers or for students to review. Recorded demonstrations of homework problems can help students and parents. Digital storytelling can also help keep students engaged by providing a more interactive learning experience compared to traditional lectures. It offers alternative assessments that allow creative students to solve math problems using digital media. Tools like PowerPoint, data projectors, and interactive whiteboards enable digital storytelling in the classroom.
Best Practices Around Implementing Educational GamesLindsey Tropf
Presented at STEMxCon 2013, Saturday, September 21st, and 1:00 EST.
http://stemxcon.com/forum/topics/best-practices-around-implementing-educational-games
1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.
The document summarizes an instructional game called "Small Builder" that is designed for students in grades 1 and 2. The game aims to help students improve their multiplication skills. It allows students to enter their data, choose a multiplication table, and complete tasks while receiving feedback. The teacher's role is to provide instructions and evaluate student performance. Key features include an uncluttered interface, legible text, and visuals related to the content. However, the game lacks controllable sound, save/record options, and an in-game help function.
Target learner Program provides an entertaining world of colors and useful education through educational games that develop children's listening, coloring, memory, and color recognition skills. The program includes games to remember colors, distinguish colors, and color paintings with captions. Students navigate the program, choose games, and link colors with their names. Teachers are not needed as the software is easy for children to use independently. It features easy navigation, voice instructions, and interactive games designed by education specialists to develop children's skills in a fun way. The only concern is that the games lack different levels.
This document discusses the importance and effective integration of gaming in education. It argues that games can motivate students and help develop 21st century skills when integrated thoughtfully with pedagogical goals in mind. Some examples provided include using the game Expedition to teach geography concepts, the game Civilization 4 to teach historical concepts, and the game Climate Challenge to teach about climate change. The document emphasizes the importance of reflection, using games for formative and summative assessment, tying games to learning standards, and providing context and debriefing around game play. Teachers are encouraged to try out games themselves first before implementing them and to focus on enduring understandings rather than being too restrictive.
Digital storytelling can be used in math classrooms in several ways:
1) Teachers can record lectures for substitute teachers or for students to review homework.
2) Recorded lessons allow parents to observe classroom instruction and see how problems are solved.
3) Digital stories can help keep students engaged by providing a visual alternative to traditional blackboard lectures.
4) Teachers can use digital storytelling for alternative assessments that allow creative students to solve math problems.
The document reviews several educational apps that can be used in K-12 classrooms including MathCubes, ExitTicket, Vocabula, Read With Me, Universe Zoom, Socrative, Class Dojo, Drop Box, NearPod, and FlashCards+. It provides a brief description of each app's grade level, subject area, features for student feedback and engagement, ease of use, privacy, alignment to curriculum standards, and whether instructions are easy to follow.
Digital storytelling can be used in math classrooms in several ways. It allows teachers to record lectures for substitute teachers or for students to review. Recorded demonstrations of homework problems can help students and parents. Digital storytelling can also help keep students engaged by providing a more interactive learning experience compared to traditional lectures. It offers alternative assessments that allow creative students to solve math problems using digital media. Tools like PowerPoint, data projectors, and interactive whiteboards enable digital storytelling in the classroom.
Best Practices Around Implementing Educational GamesLindsey Tropf
Presented at STEMxCon 2013, Saturday, September 21st, and 1:00 EST.
http://stemxcon.com/forum/topics/best-practices-around-implementing-educational-games
The use of “Game Based Learning” in schools and the classroom by teachers can have a measurable effect on teaching methods and student success in subjects like math, science, reading and languages. In the modern education system game based learning and brain training solutions have the potential to bolster teaching methods while educational games in the classroom are fast proving an invaluable tool to connect and engage students. Games in the classroom in any form have shown to increase student motivation through engagement.
The document summarizes a guided math lesson on division using skip counting. The teacher used a projector to display story problems and manipulatives for students to solve the problems. However, the technology stopped working, disrupting the pacing and modeling of the lesson. The reflection discusses ensuring technology is tested beforehand and having alternative plans. It also reviews the four principles of effective technology integration being student use, essential to lesson, focus on learning, and added value.
Desktop publishing software can be used by both teachers and students to create classroom newsletters, posters, signs, flashcards and study cards. Drawing and painting programs allow teachers and students to create visual supports like collages without artistic expertise. Drill and practice software reinforces previously taught content through repetitive practice with instant feedback, getting more difficult as students answer correctly while controlling the pace. Educational game software presents instructional content in an entertaining way through various game types teachers can select from to align with lessons.
Grade 2 power point presentation aug 2014Whitney Adams
This new teacher orientation document summarizes the district's 2nd grade math curriculum and resources. It discusses enVisionMATH as the core curriculum, along with the Pearson SuccessNet and ANGEL online platforms for accessing additional materials. It also introduces various math programs and lesson structures used in the classroom, including ST Math, Fosnot lessons, and math stations. High-demand tasks are emphasized to incorporate the eight mathematical practices into content instruction. Contact information is provided for the presenters.
This document provides information about Mrs. Wei's Beginning Office class. It introduces Mrs. Wei and her qualifications, lists expectations for students, and outlines the course objectives, materials, grading policies, and rules. Students will learn Microsoft Office software including Excel, Access, and PowerPoint, with the goal of certification. The class will involve hands-on projects, quizzes, and a final exam. Various online accounts and resources will also be used.
The document summarizes a teacher's presentation on using technology to support math instruction in a 4th grade classroom. It describes how a Promethean Board was used to engage students in reviewing decimals, rounding, estimation, and fractions through interactive games and exercises. The teacher observed that technology motivated and focused the students, improved their grades and test scores compared to traditional worksheets. However, occasional issues arose from unreliable Bluetooth connections or delays in technical support.
This document provides descriptions of 10 top education apps, including ABCmouse, PBS Kids Games, BrainPOP, IXL, Grammarly, PHET Simulations, Factor Samurai, Luminosity, Quizlet, and Class Dojo. It describes the uses, grade levels, and content areas covered for each app. The apps cover a range of subjects from preschool math and literacy to high school physics and are designed to supplement curriculum, reinforce learning, prepare for tests, improve writing skills, and manage classroom behavior.
The document summarizes teachers' experiences using computers and learning technologies in their classrooms. Pei-ying first used a computer for a story activity as an intern teacher, which made the course very easy and effective. Kate's first use in her first year of teaching resulted in chaos as students got too excited during a story telling activity. Reflection suggests technologies can highly engage students but need wise use. Learning technologies have advanced over the years, with some schools now having electronic classrooms and equipment in every room.
The lesson plan introduces students to the SWiSH Max software program. It has three main parts:
1) An engagement activity where students arrange Uno cards in order to spell out "SWiSH Max" and post it on the board.
2) A presentation by the teacher demonstrating the SWiSH Max interface, tools, and conducting a competition to label an interface diagram. Worksheets are also distributed.
3) Students are asked what they learned and provide feedback to end the lesson. Anticipated problems like computer issues are addressed.
Smart boards are an innovative interactive whiteboard that allows students and teachers to use technology in the classroom. The SMART Exchange database provides lesson plans for using Smartboards, including a Smartboard Jeopardy template for creating review games. The document discusses how the author would use the Jeopardy template for a history test review, with categories and questions of increasing difficulty related to the material that will be on the exam.
Here are the results that the teachers of Goochland did to help me with my senior project. This is the PowerPoint Version. There is a Keynote version on my account too.
The document discusses engaging young students in computer science through game development. It describes using game development to teach programming concepts to 3rd year university students, 1st year university students, and high school students. For 3rd year students, game development teaches large scale software development principles. For 1st year students, it focuses on basic programming logic. For high school students, game development teaches computational reasoning through visual and interactive experiences. The results showed high student engagement and improved computer science enrollment rates. The document concludes game development provides fun, real-world applications that make computer science concepts more appealing to students.
Talking Tables is an educational software program that teaches multiplication tables to children ages 7 to 9 through animated cartoons and examples from real life. The program has multiplication tables from 1 to 10 and teaches the tables step-by-step to help children build a strong foundation in math. Students work through the activities on their own while teachers monitor progress. The program aims to help children learn their multiplication tables but could be improved by adding an exam to assess student understanding.
This document provides information about several educational apps that can be used in the classroom. It includes the app name, grade levels, content area, a hyperlink to the app, how it is used, whether it provides student/teacher feedback, what thinking skills it encourages, ease of use, privacy features, alignment to standards, and whether instructions are easy to follow. Key apps mentioned include Happy Numbers, Xtra Math, Dreambox, Lexia, Reading Eggs, Gizmos, Codesters, Learning.com, Brain Pop, and Starfall. Most provide feedback and assessments to teachers. Several encourage higher-order thinking skills. Most require student logins for privacy. Many are aligned to state standards. Most include easy
This document summarizes and reviews 10 popular educational apps for K-12 students. It provides brief descriptions of each app, highlighting their key features and benefits. The apps cover a range of subjects from reading and literacy, to math, science, vocabulary and more. Many apps provide practice and instruction tailored to individual students' levels, with immediate feedback to support independent learning. Teachers are also able to assign content, monitor progress, and use the apps to supplement in-class learning.
The document discusses 10 popular apps for education: Kahoot, Remind, Get Epic, ClassDojo, Prodigy, Google Classroom, YouTube, Reflex, Photomath, and Quizlet. Kahoot is a game-based learning platform that allows teachers to create quizzes for students to answer from their devices. Remind allows teachers to send messages to students and parents. Get Epic provides access to digital books for students 12 and under. ClassDojo is used for classroom communication and management. Prodigy combines learning math with gameplay. Google Classroom facilitates assignments, communication, and collaboration online. YouTube enhances lessons with educational videos. Reflex and Photomath help students practice and learn
This instructional game software called Mingoville is designed for 3rd grade English students. It combines narrative methods from entertainment with language learning. The game aims to improve students' communication, writing, reading and critical thinking skills by integrating different activities. Teachers can use it systematically by following missions or creating their own activity sequences. While it provides a variety of educational activities, some students may initially find the navigation difficult without teacher explanation.
Questionnaire:: Necessity of Creativity in Multimedia of Learning art EducationThirah Dehearty
This document is a survey about creativity and multimedia in art education. It collects demographic information and asks respondents questions about whether creativity and multimedia are important in their studies, which multimedia software they use, their perceptions of creativity and how it can be developed individually or in groups, and the effects of using multimedia and being creative in multimedia on their learning, confidence, and ability to apply knowledge.
10 lessons learnt in the first ten years of the serious games movement. Sports, Games and Learning – a Serious Games Conference. Internationale filmschule koeln, Cologne, Germany. 17th March 2011.
18 digital game based learning - learning and teaching through having funCITE
1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.
The use of “Game Based Learning” in schools and the classroom by teachers can have a measurable effect on teaching methods and student success in subjects like math, science, reading and languages. In the modern education system game based learning and brain training solutions have the potential to bolster teaching methods while educational games in the classroom are fast proving an invaluable tool to connect and engage students. Games in the classroom in any form have shown to increase student motivation through engagement.
The document summarizes a guided math lesson on division using skip counting. The teacher used a projector to display story problems and manipulatives for students to solve the problems. However, the technology stopped working, disrupting the pacing and modeling of the lesson. The reflection discusses ensuring technology is tested beforehand and having alternative plans. It also reviews the four principles of effective technology integration being student use, essential to lesson, focus on learning, and added value.
Desktop publishing software can be used by both teachers and students to create classroom newsletters, posters, signs, flashcards and study cards. Drawing and painting programs allow teachers and students to create visual supports like collages without artistic expertise. Drill and practice software reinforces previously taught content through repetitive practice with instant feedback, getting more difficult as students answer correctly while controlling the pace. Educational game software presents instructional content in an entertaining way through various game types teachers can select from to align with lessons.
Grade 2 power point presentation aug 2014Whitney Adams
This new teacher orientation document summarizes the district's 2nd grade math curriculum and resources. It discusses enVisionMATH as the core curriculum, along with the Pearson SuccessNet and ANGEL online platforms for accessing additional materials. It also introduces various math programs and lesson structures used in the classroom, including ST Math, Fosnot lessons, and math stations. High-demand tasks are emphasized to incorporate the eight mathematical practices into content instruction. Contact information is provided for the presenters.
This document provides information about Mrs. Wei's Beginning Office class. It introduces Mrs. Wei and her qualifications, lists expectations for students, and outlines the course objectives, materials, grading policies, and rules. Students will learn Microsoft Office software including Excel, Access, and PowerPoint, with the goal of certification. The class will involve hands-on projects, quizzes, and a final exam. Various online accounts and resources will also be used.
The document summarizes a teacher's presentation on using technology to support math instruction in a 4th grade classroom. It describes how a Promethean Board was used to engage students in reviewing decimals, rounding, estimation, and fractions through interactive games and exercises. The teacher observed that technology motivated and focused the students, improved their grades and test scores compared to traditional worksheets. However, occasional issues arose from unreliable Bluetooth connections or delays in technical support.
This document provides descriptions of 10 top education apps, including ABCmouse, PBS Kids Games, BrainPOP, IXL, Grammarly, PHET Simulations, Factor Samurai, Luminosity, Quizlet, and Class Dojo. It describes the uses, grade levels, and content areas covered for each app. The apps cover a range of subjects from preschool math and literacy to high school physics and are designed to supplement curriculum, reinforce learning, prepare for tests, improve writing skills, and manage classroom behavior.
The document summarizes teachers' experiences using computers and learning technologies in their classrooms. Pei-ying first used a computer for a story activity as an intern teacher, which made the course very easy and effective. Kate's first use in her first year of teaching resulted in chaos as students got too excited during a story telling activity. Reflection suggests technologies can highly engage students but need wise use. Learning technologies have advanced over the years, with some schools now having electronic classrooms and equipment in every room.
The lesson plan introduces students to the SWiSH Max software program. It has three main parts:
1) An engagement activity where students arrange Uno cards in order to spell out "SWiSH Max" and post it on the board.
2) A presentation by the teacher demonstrating the SWiSH Max interface, tools, and conducting a competition to label an interface diagram. Worksheets are also distributed.
3) Students are asked what they learned and provide feedback to end the lesson. Anticipated problems like computer issues are addressed.
Smart boards are an innovative interactive whiteboard that allows students and teachers to use technology in the classroom. The SMART Exchange database provides lesson plans for using Smartboards, including a Smartboard Jeopardy template for creating review games. The document discusses how the author would use the Jeopardy template for a history test review, with categories and questions of increasing difficulty related to the material that will be on the exam.
Here are the results that the teachers of Goochland did to help me with my senior project. This is the PowerPoint Version. There is a Keynote version on my account too.
The document discusses engaging young students in computer science through game development. It describes using game development to teach programming concepts to 3rd year university students, 1st year university students, and high school students. For 3rd year students, game development teaches large scale software development principles. For 1st year students, it focuses on basic programming logic. For high school students, game development teaches computational reasoning through visual and interactive experiences. The results showed high student engagement and improved computer science enrollment rates. The document concludes game development provides fun, real-world applications that make computer science concepts more appealing to students.
Talking Tables is an educational software program that teaches multiplication tables to children ages 7 to 9 through animated cartoons and examples from real life. The program has multiplication tables from 1 to 10 and teaches the tables step-by-step to help children build a strong foundation in math. Students work through the activities on their own while teachers monitor progress. The program aims to help children learn their multiplication tables but could be improved by adding an exam to assess student understanding.
This document provides information about several educational apps that can be used in the classroom. It includes the app name, grade levels, content area, a hyperlink to the app, how it is used, whether it provides student/teacher feedback, what thinking skills it encourages, ease of use, privacy features, alignment to standards, and whether instructions are easy to follow. Key apps mentioned include Happy Numbers, Xtra Math, Dreambox, Lexia, Reading Eggs, Gizmos, Codesters, Learning.com, Brain Pop, and Starfall. Most provide feedback and assessments to teachers. Several encourage higher-order thinking skills. Most require student logins for privacy. Many are aligned to state standards. Most include easy
This document summarizes and reviews 10 popular educational apps for K-12 students. It provides brief descriptions of each app, highlighting their key features and benefits. The apps cover a range of subjects from reading and literacy, to math, science, vocabulary and more. Many apps provide practice and instruction tailored to individual students' levels, with immediate feedback to support independent learning. Teachers are also able to assign content, monitor progress, and use the apps to supplement in-class learning.
The document discusses 10 popular apps for education: Kahoot, Remind, Get Epic, ClassDojo, Prodigy, Google Classroom, YouTube, Reflex, Photomath, and Quizlet. Kahoot is a game-based learning platform that allows teachers to create quizzes for students to answer from their devices. Remind allows teachers to send messages to students and parents. Get Epic provides access to digital books for students 12 and under. ClassDojo is used for classroom communication and management. Prodigy combines learning math with gameplay. Google Classroom facilitates assignments, communication, and collaboration online. YouTube enhances lessons with educational videos. Reflex and Photomath help students practice and learn
This instructional game software called Mingoville is designed for 3rd grade English students. It combines narrative methods from entertainment with language learning. The game aims to improve students' communication, writing, reading and critical thinking skills by integrating different activities. Teachers can use it systematically by following missions or creating their own activity sequences. While it provides a variety of educational activities, some students may initially find the navigation difficult without teacher explanation.
Questionnaire:: Necessity of Creativity in Multimedia of Learning art EducationThirah Dehearty
This document is a survey about creativity and multimedia in art education. It collects demographic information and asks respondents questions about whether creativity and multimedia are important in their studies, which multimedia software they use, their perceptions of creativity and how it can be developed individually or in groups, and the effects of using multimedia and being creative in multimedia on their learning, confidence, and ability to apply knowledge.
10 lessons learnt in the first ten years of the serious games movement. Sports, Games and Learning – a Serious Games Conference. Internationale filmschule koeln, Cologne, Germany. 17th March 2011.
18 digital game based learning - learning and teaching through having funCITE
1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.
The document summarizes key lessons learned from 10 years of using game-based learning:
1) There are different ways games can be used for learning, from directly teaching curriculum to enriching existing lessons.
2) Many teachers report using games, though primarily for early years and subjects like math.
3) Barriers to adoption are often not the games themselves but issues like poor technology infrastructure in schools and teachers' lack of skills/comfort with games. Convincing teachers requires showing them successful examples.
The document outlines an agenda for a workshop on computer games in education. The workshop will cover topics such as game genres and available tools for educators, hands-on experience with games, and building a game world. Sessions will explore how games can engage students and promote active learning through techniques like practice, discovery, problem solving, role playing and more. Potential issues around games in education are also discussed.
Game-based learning can be a motivating approach for 21st century schools. Games can help students develop skills, increase knowledge, and foster creativity. Some advantages of games in teaching include increased motivation, engagement in the learning process, and benefits for students with special needs. However, integrating games can be difficult for teachers and require sufficient devices. Various tools exist for teachers to create quizzes and evaluate students' competencies and skills through games. Games can also be used to assess students when played individually or with partners, such as through Kahoot or Google Forms. Students may further develop skills by creating their own learning games and materials to share.
Kostas Anagnostou presented on using games for learning. Traditional teaching focuses on institutionalized education and does not enhance soft skills or apply knowledge, while ideal learning leverages existing skills in authentic environments. Games can acquire knowledge and skills through exploration and feedback in authentic contexts. Serious games have explicit educational purposes beyond entertainment. Barriers to serious games include design, development costs, business models, and adoption in schools. However, opportunities exist in improved design methods, cheaper development tools, expanded markets, and growing acceptance of games.
This document discusses using board games to teach speaking skills to English language learners. It provides the theoretical basis that gamification can increase student engagement and help them learn. Board games offer benefits like developing socio-emotional skills, collaboration, and critical thinking. The document describes a sample board game called "Don't Get Board" which assigns speaking tasks related to images on cards to boost confidence and proficiency. It also notes potential strengths, weaknesses, and considerations for implementation as well as the teacher and student feedback which was positive overall regarding engagement and language development.
1) A survey of over 300,000 students found that they prefer learning online and with the devices they use everyday like games. 65% thought using gaming technologies in the classroom would engage them.
2) The presenter discusses using the Nintendo DS for learning activities like math practice, language arts, and foreign language practice. Benefits include students already knowing how to use it, built-in networking, and learning being presented as entertainment.
3) Examples are given of how it could be used in stations for subjects like language arts, math, social studies and science. Considerations discussed are classroom management and ensuring focus remains on curriculum content.
Using Educational Games and GamificationAndy Petroski
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education, including a large number of teachers who are using games like Minecraft and Civilizaton or gamifying their classroom to teach core concepts and develop 21st century skills. Attend this webinar to learn more about games and game techniques can be used in education.
-Explore the elements that make games good learning experiences
-Look at how off-the-shelf educational games can be used in the curriculum
-Learn how teachers are turning their classroom into a Multiplayer Classroom with storytelling and gamification
From a 5-20-13 webinar
As we move into the 21st century,
advances in information technology
are creating new possibilities for
using performance-based
assessments to measure learning.
The document discusses various technologies for learning, including cooperative learning, computer-based cooperative learning, and instructional games. It defines cooperative learning and discusses models like Johnson and Johnson's Learning Together model and Slavin's Team-Assisted Individualization. It also covers the advantages and limitations of cooperative learning, games, and how to integrate them and adapt existing games for instructional purposes.
The document discusses various technologies that can be used for learning, including cooperative learning, computer-based cooperative learning, and instructional games. It defines cooperative learning and discusses models like Johnson and Johnson's Learning Together model and Slavin's Team-Assisted Individualization. It also covers the advantages and limitations of these technologies, and how they can be integrated into instruction.
2014-GTN-Guide for Digital Games ...ssroom | GlassLab GamesTamas Makany
The document provides a guide for teachers to effectively implement digital games in the classroom. It recommends that teachers first play the game themselves to understand how it works. It then suggests teachers develop a lesson plan that identifies learning objectives, standards, and assessments. The plan should outline how students will play the game during class time with teacher guidance and support. Following the first class, teachers are encouraged to gather feedback and make improvements to optimize the educational benefits of the game.
This document discusses using games for learning. It notes that 21st century education focuses on higher-order skills like problem solving rather than just facts. Games support this as they create complex problem spaces for self-directed exploration. The document then lists benefits of game-based learning like motivating students and encouraging learning from mistakes. It provides tips for integrating games into lessons and discusses different game categories. Important considerations for educational games include continuous challenge, interesting storylines, and balancing fun and realism. The document also covers using games fairly and separately from grades. Finally, it discusses multi-user virtual environments (MUVEs) like River City, which embeds educational tasks in a virtual world.
This document discusses integrating game mechanics into teaching to make courses more fun and engaging for students. It begins with an introduction to the presenter and their background in game design and education. The presentation then discusses what fun is, how gamification works, and applying game elements like status, leaderboards, incentives, and goals to motivate students. Examples are given of a video game programming course that was gamified, which led to increased attendance, assignment submission, and student engagement. The presentation concludes by addressing problems with gamification and taking questions.
Digital game-based learning (DGBL) incorporates educational content into video games to engage learners by drawing on constructivist learning theory. DGBL mirrors how the human brain learns through experiences and simulations, providing motivation and fun for 21st century learners. While some educators have misconceptions that games are too violent, a waste of time, or don't align with curriculum, the document provides strategies for finding appropriate browser-based instructional games to incorporate into lessons.
Harness the Power of Digital Learning with GamingJulie Evans
Dr. Julie Evans presented key findings from Project Tomorrow's Speak Up research on digital learning. The research found that students, educators, and parents agree that new types of learning experiences are needed to prepare students for the future, such as game-based learning, maker spaces, and experiential learning. Students want learning that is social, untethered, and digitally rich. They are interested in learning skills outside of school that will help their future plans and are taking control of their own educational destinies. Teachers are increasingly using digital games and content in the classroom, which research shows increases student engagement, addresses different learning styles, and helps students develop critical thinking skills.
The document discusses game-based learning and how incorporating games and ICT resources can make learning fun. It outlines several benefits of game-based learning such as defined learning outcomes, real-world application of skills, feedback, and an immersive environment. It also discusses considerations for teachers in implementing game-based learning such as matching games to curriculum, time availability, and associated activities. The document provides examples of games that can be used and the roles of teachers and students. Challenges of game-based learning including curriculum integration and assessing learning are also presented.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
1. Game-based learning in schools - A teacher survey PhD, Cand. Psych. Simon Egenfeldt-Nielsen Assistant Professor IT-University Copenhagen CEO Serious Games Interactive16. maj 2011 DPU sen@seriousgames.dk +45 40 10 79 69
30. Adaptation in teaching 2 DK Teacher use games for longer DK Teachers find optimal use requires more lessons 26% DK teachers use games more than 2 lessons. Worldwide only 8,1% does. Typical duration of teaching game session Optimal duration of a teaching game session
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33. Attitudes & Reasons Reasons for teaching with games DK Female teachers prefers games for variety Four times as many DK Teachers use games to get better learning More than 55% of teachers use games because of engagement and variety.
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35. More female teachers worried about barriers: equipment, setting and own knowledge.
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37. There is a quality challenge according to especially male teachers
42. Why don’t use games - Continued Attitude towards teaching with games In general teachers are focused on lack of knowledge and having a difficult time connecting games and learning in a ‘hostile’ environment. Very few dismiss games out right, but have valid reservations. Are you considering using games in your teaching? Top 4 – selected barriers (top1) My own lack of knowledge Limited relevance to syllabus Inappropriate physical surroundings Problems with computer equipment
43. Subject differences Adaptation of games Adaptation is higher among math teachers than language teachers even though language teacher find better learning outcomes Learning outcomes