The document summarizes the results of a questionnaire given to students at Vecpiebalga Secondary School in Latvia about autonomy in learning. Some key findings include:
- 89% of students said they like learning, with more saying they like it than not. Students reported learning most from lessons in class, at home, and from practical experience.
- When asked when the learning process ends, most students said it never ends.
- Autonomy in learning means being able to learn on your own and choosing how you want to learn. Its purpose is to become independent and enjoy learning. Less than half of students considered themselves autonomous learners.
- Languages, math, and science were seen as the best subjects
Teaching experience during pandemic situationSandhyaCsandhya
The document summarizes a survey of teachers on their experience with virtual classes during the COVID-19 pandemic. The survey found that most teachers prefer in-person teaching over online teaching and find it challenging to engage students and assess their understanding remotely. However, some teachers felt that online classes were better than no classes during the pandemic. Overall, the analysis concluded that while many teachers were dissatisfied with online learning, it has helped teachers adapt to challenging circumstances.
Mathletics is an interactive online learning program used in over 2000 schools and 10 countries to improve math skills. It uses games and interactive elements to make learning math fun and engaging for students. Some advantages of the program include allowing students to learn at their own pace and continue learning at home. However, there are also disadvantages like limited teacher interaction and feedback. The program has shown success in improving students' math skills, with some doubling their arithmetic abilities or achieving high scores on standardized tests. Getting the most out of it requires active parental involvement and encouragement of regular use.
Mathletics is an educational website that provides online math activities covering primary and secondary math curriculums. It is used by over 40,000 students daily in countries around the world. The website aims to engage and motivate students to learn math with an easy-to-use interface and immediate feedback. It provides tailored questions, 24/7 access from home and school, and weekly reports to parents. Schools benefit from integrated lessons, teacher support, and tracking of student progress. Research shows that Mathletics enhances achievement and enjoyment of math learning.
Mathletics is an online math resource that allows students to practice math concepts taught in school through fun games and activities. It has over 4 million users worldwide and is used in over 17,000 schools. The program encourages students to practice math for 20 minutes three times a week and rewards them with points, certificates, and credits for continued progress. Teachers can assign homework on Mathletics and monitor student progress.
Use of ict in primary school breg ptujOliver Buček
This document surveys teachers at a primary school in Breg Ptui, Slovenia on their use of information and communication technologies (ICT). It finds that most teachers have a university education and are motivated to use ICT, though some note unsatisfactory support and resources. The conclusion states that introducing ICT requires whole-school support from principals and other teachers to provide resources and address technical issues, in order to encourage greater ICT use by teachers.
Assembled: Education San Francisco - Conference RecapGeneral Assembly
This slideshare recaps Assembled: Education--a conference held on Friday 21 February 2014 in San Francisco, CA. The conference was organized by General Assembly, Pearson, and RocketSpace and played host to a variety of speakers and panels discussing the state of education and technology.
The document summarizes the results of a questionnaire given to students at Vecpiebalga Secondary School in Latvia about autonomy in learning. Some key findings include:
- 89% of students said they like learning, with more saying they like it than not. Students reported learning most from lessons in class, at home, and from practical experience.
- When asked when the learning process ends, most students said it never ends.
- Autonomy in learning means being able to learn on your own and choosing how you want to learn. Its purpose is to become independent and enjoy learning. Less than half of students considered themselves autonomous learners.
- Languages, math, and science were seen as the best subjects
Teaching experience during pandemic situationSandhyaCsandhya
The document summarizes a survey of teachers on their experience with virtual classes during the COVID-19 pandemic. The survey found that most teachers prefer in-person teaching over online teaching and find it challenging to engage students and assess their understanding remotely. However, some teachers felt that online classes were better than no classes during the pandemic. Overall, the analysis concluded that while many teachers were dissatisfied with online learning, it has helped teachers adapt to challenging circumstances.
Mathletics is an interactive online learning program used in over 2000 schools and 10 countries to improve math skills. It uses games and interactive elements to make learning math fun and engaging for students. Some advantages of the program include allowing students to learn at their own pace and continue learning at home. However, there are also disadvantages like limited teacher interaction and feedback. The program has shown success in improving students' math skills, with some doubling their arithmetic abilities or achieving high scores on standardized tests. Getting the most out of it requires active parental involvement and encouragement of regular use.
Mathletics is an educational website that provides online math activities covering primary and secondary math curriculums. It is used by over 40,000 students daily in countries around the world. The website aims to engage and motivate students to learn math with an easy-to-use interface and immediate feedback. It provides tailored questions, 24/7 access from home and school, and weekly reports to parents. Schools benefit from integrated lessons, teacher support, and tracking of student progress. Research shows that Mathletics enhances achievement and enjoyment of math learning.
Mathletics is an online math resource that allows students to practice math concepts taught in school through fun games and activities. It has over 4 million users worldwide and is used in over 17,000 schools. The program encourages students to practice math for 20 minutes three times a week and rewards them with points, certificates, and credits for continued progress. Teachers can assign homework on Mathletics and monitor student progress.
Use of ict in primary school breg ptujOliver Buček
This document surveys teachers at a primary school in Breg Ptui, Slovenia on their use of information and communication technologies (ICT). It finds that most teachers have a university education and are motivated to use ICT, though some note unsatisfactory support and resources. The conclusion states that introducing ICT requires whole-school support from principals and other teachers to provide resources and address technical issues, in order to encourage greater ICT use by teachers.
Assembled: Education San Francisco - Conference RecapGeneral Assembly
This slideshare recaps Assembled: Education--a conference held on Friday 21 February 2014 in San Francisco, CA. The conference was organized by General Assembly, Pearson, and RocketSpace and played host to a variety of speakers and panels discussing the state of education and technology.
The document provides information about several online math resources for teachers:
- FinLit101 is a free online financial literacy resource for high school students available in English and French. It has interactive modules that teachers can use or assign for student work.
- Links are provided to online math games that can be played on Pi Day to celebrate mathematics.
- Upcoming virtual Pi Day activities hosted by the University of Saskatchewan's Department of Mathematics and Statistics are announced.
Pupils are encouraged to seek help from their
teacher or assistant if they are struggling with any aspect of
their Maths work. Extra support sessions are also available
during lunchtimes and after school.
Assessment: Regular assessments are held throughout the
year to monitor progress. End of term exams contribute 30%
to the final grade.
Web Pages:
- www.mymaths.co.uk
- www.bbc.co.uk/schools/ks3bitesize/maths
- www.mathsisfun.com
- www.nrich.maths.org
8
YEAR 8 HANDBOOK
Recommendations:
Helping with
This document discusses and summarizes the features of several educational apps, including Quizlet for creating digital flashcards, Symbaloo for bookmarking educational websites, Class Dojo for communication between teachers/students/parents, eBooks apps for accessing digital books, PowToon for creating animated videos, online stopwatches for timers, math battle games apps, and diagnostic testing apps.
This document outlines a plan for implementing BYOD/BYOT in a 6th grade math class. It discusses allowing students to use devices like Android, iOS, or web browsers to access the Canvas classroom platform for assignments, communication, and sharing work. The teacher will obtain laptop or iPad carts for in-class use and has 4 classroom computers available. Technology will be used for individual and group work, assessments, opening/closing activities, and research-based assignments. Specific apps are mentioned for math practice, interactive lessons, tutoring, and games including BrainPop, FluidMath, GeoGebra, Math Friendzy, Math Planet, and Microsoft Math.
Introductory investment pitch of the CleverMee, a Portuguese EdTech startup that has created a market-leading B2C platform for AI-assisted teaching of mathematics.
Moodle is a free online learning management system that allows educators to create interactive online courses or supplement face-to-face lessons. It features tools like forums, wikis, quizzes, assignments and grading. Moodle can be customized with plugins and downloaded from moodle.org. Funbrain.com is a free educational website for preschool through middle school with games, books and comics to help students practice math, reading and comprehension skills outside of class. It stimulates cognitive development and problem solving without stress. Both resources provide free tools to enhance classroom learning.
The slides I will be using at my upcming webinar on February 17.
Feel free to join us!
Information to join the webinar: http://v.gd/MHF21
17. 02. 2014 - 19:00h - 20:30h
Access link: https://webconf.vc.dfn.de/web20tools/
This document provides resources for teaching fractions to 3rd grade students using technology. It includes rationales for integrating technology, such as enhancing lessons and student understanding through visuals. The document then summarizes various online resources like blogs, videos, games and worksheets that can be used for fraction instruction and practice. These resources allow students to learn fractions interactively in order to build their skills in a fun and engaging way.
The document summarizes the graduation of the 2007 class of a Diploma of E-Learning program. It discusses the structure of the 18-month online program, the types of e-learning projects students completed, and highlights individual students and their experiences learning online. It concludes by congratulating the graduating class and encouraging them to continue learning and advocating for e-learning.
This document discusses using multiple apps together (app smashing) to maximize parent-teacher-student communication. It provides examples of using Quizlet and Remind to share flashcards and test dates, educreations and Kidblog to share video lessons, and Smore, Kidblog, Quizlet, and Remind together to provide access to class resources. The document encourages sharing favorite app smash combinations to engage the school community.
App Smashing for Educators: Leveraging Tools To Maximize CommunicationImagine Easy Solutions
Each of these applications is a powerful tool by itself, but when “smashed” together, their value to teachers increases exponentially.
For decades, schools have attempted to build and maintain this crucial bridge to lasting learning. Research shows that the stronger the connection between home and school, the greater the academic achievement can be for students.
In socioeconomically challenged school districts, this correlation is magnified tenfold! Thankfully, there are new tools that all educators can leverage to easily maximize parent-teacher-student communication.
Learn More: http://www.imagineeasy.com/blog/app-smashing/
This document discusses 27 of the best teacher apps for 2022. It begins by explaining that technology plays an important role in classrooms today, with many teachers using apps to assist with workflows and lesson planning. It then provides examples of 5 common benefits of educational apps, such as improved collaboration, better classroom organization, personalized learning, and time savings. Finally, the document dedicates several paragraphs to summarizing each of the 27 recommended apps, which are categorized as organization apps, communication apps, curriculum apps, language learning apps, educational games, reading apps, and creative teacher apps.
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
Among educational buzzwords this is for sure the one with the highest pitches nowadays. The flooding of classrooms with new technologies has led to new approaches to classic lectures and traditional educational strategies, and Flipped Classes can be a good one if applied with common sense.
How Gaming & Virtual Learning Will Revolutionize Education in AmericaSavannah Weeks
The document discusses how virtual and game-based learning can revolutionize education in the US. It notes that US students are deficient in math compared to other countries, yet many jobs require STEM skills. Virtual instruction is increasingly being used by over 1 million K-12 students and shows similar or better educational outcomes compared to traditional classrooms. Virtual learning offers a cost-effective way to provide specialized resources like math and science experts to students, and allows for customized education that meets student and family needs. The document argues that online and game-based learning can help address skills gaps in STEM fields and improve the overall learning environment.
Technology plays an important role in modern education. It allows for more interactive lessons that engage students and makes the learning experience more interesting and rewarding for both students and teachers. A variety of instructional materials are now available through technology, including videos, presentations, and educational software/games. Social media and online tools also provide new ways for students to learn collaboratively and access additional educational resources.
The document discusses developing students' digital citizenship skills through e-learning integration and cyber safety programs. It outlines that students will use appropriate online tools and have awareness of digital etiquette. Teachers will integrate e-learning effectively and increase their use of digital tools. The school will develop a cyber safety program to teach students their rights and responsibilities online, and conduct a cyber safety survey. It provides examples of cyber safety lessons for different year levels and homework for teachers to work on achieving online safety badges.
New media technologies are changing education by making information more accessible and enabling new forms of communication and collaboration. While technology cannot replace human relationships, it can enhance education by allowing resources to be shared, meeting the needs of varied learners, and facilitating supplemental instruction. Effective use of new media requires seeing computers as tools rather than toys, using them to foster sharing of information within a community in a responsible way. Questions remain about how to individualize education and establish personal relationships while embracing these technologies.
The document provides information about several online math resources for teachers:
- FinLit101 is a free online financial literacy resource for high school students available in English and French. It has interactive modules that teachers can use or assign for student work.
- Links are provided to online math games that can be played on Pi Day to celebrate mathematics.
- Upcoming virtual Pi Day activities hosted by the University of Saskatchewan's Department of Mathematics and Statistics are announced.
Pupils are encouraged to seek help from their
teacher or assistant if they are struggling with any aspect of
their Maths work. Extra support sessions are also available
during lunchtimes and after school.
Assessment: Regular assessments are held throughout the
year to monitor progress. End of term exams contribute 30%
to the final grade.
Web Pages:
- www.mymaths.co.uk
- www.bbc.co.uk/schools/ks3bitesize/maths
- www.mathsisfun.com
- www.nrich.maths.org
8
YEAR 8 HANDBOOK
Recommendations:
Helping with
This document discusses and summarizes the features of several educational apps, including Quizlet for creating digital flashcards, Symbaloo for bookmarking educational websites, Class Dojo for communication between teachers/students/parents, eBooks apps for accessing digital books, PowToon for creating animated videos, online stopwatches for timers, math battle games apps, and diagnostic testing apps.
This document outlines a plan for implementing BYOD/BYOT in a 6th grade math class. It discusses allowing students to use devices like Android, iOS, or web browsers to access the Canvas classroom platform for assignments, communication, and sharing work. The teacher will obtain laptop or iPad carts for in-class use and has 4 classroom computers available. Technology will be used for individual and group work, assessments, opening/closing activities, and research-based assignments. Specific apps are mentioned for math practice, interactive lessons, tutoring, and games including BrainPop, FluidMath, GeoGebra, Math Friendzy, Math Planet, and Microsoft Math.
Introductory investment pitch of the CleverMee, a Portuguese EdTech startup that has created a market-leading B2C platform for AI-assisted teaching of mathematics.
Moodle is a free online learning management system that allows educators to create interactive online courses or supplement face-to-face lessons. It features tools like forums, wikis, quizzes, assignments and grading. Moodle can be customized with plugins and downloaded from moodle.org. Funbrain.com is a free educational website for preschool through middle school with games, books and comics to help students practice math, reading and comprehension skills outside of class. It stimulates cognitive development and problem solving without stress. Both resources provide free tools to enhance classroom learning.
The slides I will be using at my upcming webinar on February 17.
Feel free to join us!
Information to join the webinar: http://v.gd/MHF21
17. 02. 2014 - 19:00h - 20:30h
Access link: https://webconf.vc.dfn.de/web20tools/
This document provides resources for teaching fractions to 3rd grade students using technology. It includes rationales for integrating technology, such as enhancing lessons and student understanding through visuals. The document then summarizes various online resources like blogs, videos, games and worksheets that can be used for fraction instruction and practice. These resources allow students to learn fractions interactively in order to build their skills in a fun and engaging way.
The document summarizes the graduation of the 2007 class of a Diploma of E-Learning program. It discusses the structure of the 18-month online program, the types of e-learning projects students completed, and highlights individual students and their experiences learning online. It concludes by congratulating the graduating class and encouraging them to continue learning and advocating for e-learning.
This document discusses using multiple apps together (app smashing) to maximize parent-teacher-student communication. It provides examples of using Quizlet and Remind to share flashcards and test dates, educreations and Kidblog to share video lessons, and Smore, Kidblog, Quizlet, and Remind together to provide access to class resources. The document encourages sharing favorite app smash combinations to engage the school community.
App Smashing for Educators: Leveraging Tools To Maximize CommunicationImagine Easy Solutions
Each of these applications is a powerful tool by itself, but when “smashed” together, their value to teachers increases exponentially.
For decades, schools have attempted to build and maintain this crucial bridge to lasting learning. Research shows that the stronger the connection between home and school, the greater the academic achievement can be for students.
In socioeconomically challenged school districts, this correlation is magnified tenfold! Thankfully, there are new tools that all educators can leverage to easily maximize parent-teacher-student communication.
Learn More: http://www.imagineeasy.com/blog/app-smashing/
This document discusses 27 of the best teacher apps for 2022. It begins by explaining that technology plays an important role in classrooms today, with many teachers using apps to assist with workflows and lesson planning. It then provides examples of 5 common benefits of educational apps, such as improved collaboration, better classroom organization, personalized learning, and time savings. Finally, the document dedicates several paragraphs to summarizing each of the 27 recommended apps, which are categorized as organization apps, communication apps, curriculum apps, language learning apps, educational games, reading apps, and creative teacher apps.
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
Among educational buzzwords this is for sure the one with the highest pitches nowadays. The flooding of classrooms with new technologies has led to new approaches to classic lectures and traditional educational strategies, and Flipped Classes can be a good one if applied with common sense.
How Gaming & Virtual Learning Will Revolutionize Education in AmericaSavannah Weeks
The document discusses how virtual and game-based learning can revolutionize education in the US. It notes that US students are deficient in math compared to other countries, yet many jobs require STEM skills. Virtual instruction is increasingly being used by over 1 million K-12 students and shows similar or better educational outcomes compared to traditional classrooms. Virtual learning offers a cost-effective way to provide specialized resources like math and science experts to students, and allows for customized education that meets student and family needs. The document argues that online and game-based learning can help address skills gaps in STEM fields and improve the overall learning environment.
Technology plays an important role in modern education. It allows for more interactive lessons that engage students and makes the learning experience more interesting and rewarding for both students and teachers. A variety of instructional materials are now available through technology, including videos, presentations, and educational software/games. Social media and online tools also provide new ways for students to learn collaboratively and access additional educational resources.
The document discusses developing students' digital citizenship skills through e-learning integration and cyber safety programs. It outlines that students will use appropriate online tools and have awareness of digital etiquette. Teachers will integrate e-learning effectively and increase their use of digital tools. The school will develop a cyber safety program to teach students their rights and responsibilities online, and conduct a cyber safety survey. It provides examples of cyber safety lessons for different year levels and homework for teachers to work on achieving online safety badges.
New media technologies are changing education by making information more accessible and enabling new forms of communication and collaboration. While technology cannot replace human relationships, it can enhance education by allowing resources to be shared, meeting the needs of varied learners, and facilitating supplemental instruction. Effective use of new media requires seeing computers as tools rather than toys, using them to foster sharing of information within a community in a responsible way. Questions remain about how to individualize education and establish personal relationships while embracing these technologies.
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1. Learn better at school
with Gamification
PROPOSALS FOR LEVEL-UP EDUCATION
2. Disengagement from education
among Teenagers
Source :
https://www.gov.uk/government/publicati
ons/disengagement-from-educationamong-14-to-16-year-olds
4. Gap between good and bad students
is increasing
The share of the weakest students thus increased from 26% in reading and
37% in mathematics between 2000 and 2009. Source : http://www.lefigaro.fr/actualitefrance/2013/05/22/01016-20130522ARTFIG00296-education-nationale-la-charge-de-la-cour-des-comptes.php
5. Problem : « Learning is not fun
enough! »
Let’s use some game mechanics to make learning more fun at school.
Let’s focus on 2 types of audience : achiever and socializer
Achievers are students who want to finish a lesson, read a book to the
end, complete a course or fullfill a quiz or survey. They want to finish what they
have started and feel they have accomplished something
Socializers are students who want to share their learnings with others. They like
to collaborate, speak with other students and they feel they are part of a
community
6. Solution 1 : Collaboration/Team work
Establish groups of 2 to 5 people and give them a problem to solve or
something to learn together
Evaluate them as a group
Make them evaluate each other within the group
7. Solution 2 : Rewards
Multiple rewards possible, here are some few examples :
Each day, teacher gives a special reward for the student or group of students
who did his best
Each time a student ask a relevant question, he gets some points
Each time a student helps someone to understant, he gets some points
At the end of every day, a quiz that sums up the learnings of the day is set up.
Students get some points depending of their score
Teacher gives real badges for the most « involved » student, « more helper »,
« loudest », « socializer », « critical »... Etc.
At the end of each quarter or month, if the overall score of the class is above a
certain limit, the entire class gets a free afternoon to go to see a movie or do
something enjoyable
8. Solution 3 : Progression system
Introduce a progression system like a board of levels :
Each student begins at level 0 or white belt
They earn points along the courses by
learning, collaborating, helping, achieving some stuff or completing some quiz
They get new levels or belt when they reach a certain amount of points so they
feel to progress all along the year
9. Solution 4 : Interactive courses
Make students and teacher interact together during courses
Add some informatic systems or devices to make them share some ideas,
create
some new things : drawings, completing a math equation, solving some
puzzles,
pointing some places around the globe... Etc
Uses some tablets, netbooks or even smartphones to interact
Uses some homemade softwares or apps to play or share experiences
10. Thanks for reading me
Olivier Jeandel - olivier.jeandel@gmail.com – France – 10/2013