Stop Chasing Students And Lead Them Instead
Stop Chasing Students And Lead Them Instead Read More
Learning trends aren’t about preparation, but mitigation. We need to stop chasing students and start leading them, instead.
Squint a little, and it’s not so hard to imagine.
Stop Chasing Students And Lead Them Instead Read More
Learning trends aren’t about preparation, but mitigation. We need to stop chasing students and start leading them, instead.
Create The Learning Environment You Want Using Virtual Reality Read More
Have a specific reason for engaging with virtual reality in the classroom, with clear objectives to make virtual reality meaningful.
12 Examples Of Gamification In The Classroom Read More
Examples of gamification include additive grading, using levels of progress, creating learning badges or trophies to include, and more.
50 Reasons It’s Time For Smartphones In Every Classroom Read More
33. Students can have choice in terms of apps, platforms, social channels, assessment style, and so on. Smartphones can support this.
How The SAMR Model Can Be Used A Framework For Education 3.0 Read More
The SAMR model was developed as a framework to integrate education technology into the modern K-12 curriculum.
8 Technologies Influencing eLearning Today Read More
Technologies influencing eLearning include social learning, video, adaptive algorithms, and microcourses and credentials.
A Human Framework For Maker Education Read More
I recently learned that Poïesis is etymologically derived from the ancient Greek term ποιÎω, which means “to make.”
Cool! A Card Game To Personalize Via Maker Learning! Read More
In this card game, makers make something based on selected cards in three categories: . thing or product, process, and population.