more about Educators in VR in this IMS blog
more about Educators in VR in this IMS blog
Epic Games invites secondary school teachers to submit lesson plans that utilize interactive 3D technology to engage their students for a chance to win cash prizes up to $25,000. To enter the contest, submit a new or existing lesson plan that incorporates Fortnite Creative, Twinmotion, or Unreal Engine by May 31, 2020.
Lesson plans can cover any topic for ages 13 and up—whether that’s a core subject like history, math, or science, or vocational skills like game design, engineering, or urban planning. Need help teaching with real-time tools? We have so many resources and lesson plan examples to help you get started!
\Asking for a “friend,” does anyone know if on a Zoom call whether the host can tell if you’ve navigated to another window – i.e., multi-tasking? I’ve heard of teachers threatening students with this capability.
— Scott Kupor (@skupor) March 11, 2020
My note: From a pedagogical point of view, the bigger question is: does one (instructor) need to “big brother” students’ activities, in this case multi-tasking on another window.
Blast from the past:
Here is the collection of opinions regarding a similar issue 15 years ago: do we have to let students use Internet-connected laptops in the class room and 5 years ago: can we let students use smart phones in the classroom.
The opinion i liked most and side with it: if we (the instructors) are not able to create arresting content and class presence, we should not blame students for straying away from our activities. It does not matter how much control Zoom will give us to “big brother” students, it is up to our teaching, not to the technology to keep students learning
Nearly half of all American smartphone users are gamers. Goldman Sachs Research explains how mobile is driving the video game industry to new heights: https://t.co/P5FDifZLdn pic.twitter.com/Pnyxs6JFDO
— Goldman Sachs (@GoldmanSachs) January 16, 2020
more on gaming in this IMS blog
The tools that have delivered are specific, targeted solutions that are easy to use and provide teachers and students delight. Simple solutions, like Read 180, which helps accelerate learning for struggling students, still deliver 20 years later, now under Houghton Mifflin Harcourt instead of Scholastic. Accelerated Reader, a product that started more than 30 years ago, still motivates kids to read.
Companies that aim to provide student data in a usable fashion, like Schoology, still provide value.
the promise of data in education is still proving itself. It has taken awhile, but we’re getting to a point where data is more actionable. Renaissance just acquired Schoolzilla, which was launched in 2011, for this reason.
When it comes to devices, many kids today have access to iPads or Chromebooks. Although one-to-one computing hasn’t been as transformational as some predicted in 2010, we’ve certainly seen a huge shift
Most of these [textbook providers] companies tried to re-platform every unique product into one monolithic model, but the promise didn’t pan out—the products proved clunky and hard to use
Predictions that educators would want more assessment data to drive instruction have proven true. https://www.renaissance.com/
The prediction that digital reading would be simple and easy to implement has also proven true.
Virtual reality hasn’t panned out yet.
The rise of gaming in education was another prediction that has largely faded.
started to solve the challenge of data interoperability and portability.
Alongside that, privacy and data responsibility are still a problem
The role of the teacher, however, is still critical. Rather than take over responsibility for educating students, technology’s role should be—and increasingly is—to put multiple options into educators’ hands to easily solve different types of challenges for individual students.
more on technology for the last decade
DDR5 has arrived! Micron’s next-gen DIMMs are 85% faster than DDR4 from r/hardware
Monica Cornetti Founder and CEO, Sententia Gamification
Jonathan Peters Chief Motivation Officer, Sententia Gamification
Date and Time Wed, Dec 18, 2019 at 9AM Pacific / 12PM Eastern Duration 1 Hour Cost $0 (Free)
social-emotional learning (SEL) skills
the intersection of teacher education, learning technologies and game-based learning. He thinks educators shouldn’t ignore video games if they want students to be media-literate, because they are the “storytelling medium of the 21st century.”
gaming can help build other SEL skills, such as empathy.
Video games are good for teaching kids problem-solving and ethical decision-making
Some experts have expressed concern about how video games affect children. According to the Washington Post, the World Health Organization has recognized “gaming disorder”—characterized as a lasting addiction to video games—as a condition. Yet, not all experts agree that “game addiction” should be pathologized.
more on video games in this IMS blog
By Dian Schaffhauser 09/16/19
Artificial intelligence and mixed reality have driven demand in learning games around the world, according to a new report by Metaari. A five-year forecast has predicted that educational gaming will reach $24 billion by 2024, with a compound annual growth rate of 33 percent and a quadrupling of revenues. Metaari is an analyst firm that tracks advanced learning technology.
Over 250 million people play the shooting game “Fortnite,” with dance moves from the game seen at weddings and mimicked by professional athletes. And “Minecraft” has become a hit in classrooms.
more on classcraft in this IMS blog
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