ProProfs Brain Games provides templates for building interactive crossword puzzles, jigsaw puzzles, word searches, hangman games, and sliding puzzle games. The games you create can be embedded into your blog or shared via email, social media, or any place that you’d typically post a link for students. If you don’t want to take the time to create your own game, you can browse the gallery of games. Most of the games in gallery can be embedded into your blog.
ClassTools.net templates for creating map-based games, word sorting games, matching games, and many more common game formats.
Purpose Games is a free service for creating and or playing simple educational games. The service currently gives users the ability to create seven types of games. Those game types are image quizzes, text quizzes, matching games, fill-in-the-blank games, multiple choice games, shape games, and slide games.
TinyTap is a free iPad app and Android app that enables you to create educational games for your students to play on their iPads or Android tablets. Through TinyTap you can create games in which students identify objects and respond by typing, tapping, or speaking. You can create games in which students complete sentences or even complete a diagram by dragging and dropping puzzle pieces.
Wherever I’ve demonstrated it in the last year, people have been intrigued by Metaverse. It’s a free service that essentially lets you create your own educational versions of Pokemon Go. This augmented reality platform has been used by teachers to create digital breakout games, augmented reality scavenger hunts, and virtual tours.
There was a time when Kahoot games could only be played in the classroom and only created on your laptop. That is no longer the case. Challenge mode lets you assign games to your students to play at home or anywhere else on their mobile devices.
some of the findings in Kahoot!’s first-ever EdTrends Report : Google is gaining a stronghold in United States classrooms, with Chrome OS expanding its presence on school computers, while Apple’s iOS has been on the decline since the first quarter of 2015 among students and teachers.
Chromebook had the highest number of users among teachers (44 percent) and students (46 percent), when they were asked about their top devices used. Google’s Productivity Suite (G Suite or Classroom) was the most widely used productivity suite in U.S. classrooms, with 57 percent saying they used it, compared to 23 percent saying they used Microsoft Office 365.
a majority of educators (more than 60 percent) said the purpose of adopting education technology was to increase student productivity and efficiency. Their key educational priorities for 2017-18 are “to improve student learning and outcomes” (88 percent), and to “better leverage available time and motivate students” (71 percent).
Educators saw the top ed tech trends in the next school year as:
Digital platforms for teaching, learning and assessment;
Computational thinking, coding and robotics;
Increased understanding of data; and
Some other key findings in the report include:
A majority of U.S. public school educators surveyed said they are challenged with budget restraints and lack of resources when it comes to implementing education technology;
A majority of U.S. private school educators said they lack training to understand or adopt new technology;
Many public and private school educators said they saw the adoption of “technology for the sake of technology” as a challenge;
Educators in California struggle with lack of training and “technology for the sake of technology,” while teachers in Texas struggle with bureaucracy, budget constraints and a lack of resources.
MPS students will be receiving devices that come with 3GB of high-speed LTE data (with unlimited data available at 2G speeds if usage exceeds that amount). Students can keep their device up to four years while they are in high school no cost, according to initiative site. Additionally, devices are equipped with filters to block adult content that cannot be disabled and are Free Children’s Internet Protection Act (CIPA) compliant.
new report from market research firm Gartner, overall device shipments will remain flat in 2017, even as traditional PCs (including laptops) go into a decline that’s forecast to last at least through 2019. Excluding smart phones
Global tablet shipments will drop for the second straight year, dipping 9.6 percent below 2015 totals, according to a new forecast from International Data Corp. (IDC), and will face another down year in 2017 before rebounding slightly in 2018 on the strength of detachables. Currently, detachable tablets make up 16 percent of the tablet market, but IDC predicts that share to nearly double to 31 percent by 2020.
In the detachable segment of the market, Windows devices have fared much better, with a 70 percent share last year, and will continue to do so, according to IDC, with a 49 percent share this year and 51 percent in 2020. iOS detachables, which captured 14 percent of the market segment last year, are forecast to account for 38 percent of the segment this year and 29 percent in 2020. Android devices made up 16 percent of detachable shipments in 2015 and will account for 12 percent and 20 percent of devices sold in 2016 and 2020, respectively, according to IDC’s forecast.
“Longer life cycles, increased competition from other categories such as larger smartphones, combined with the fact that end users can install the latest operating systems on their older tablets has stifled the initial enthusiasm for these devices in the consumer market,”
“The functions of an interactive whiteboard can be mimicked with a large screen TV and a Chromecast device, which also allows teachers to use any device available whether it’s a document camera, phone, iPad or other tablet.”
Much like the way athletic-gear companies such as Nike and Adidas infiltrated traditional scholastic sports, video-game companies are helping underwrite the college gaming explosion. Riot Games, creator of League of Legends, is offering $360,000 in total scholarship money toplayers who make this year’s collegiate Final Four, more than tripling last year’s prize
My note: recommendation to LRS gaming committee. Can Eric be the LRS rep who can seek collecting an adhoc SCSU team? as per http://blog.stcloudstate.edu/ims/2015/03/19/recommendations-for-games-and-gaming-at-lrs/
If we to meet Dennis, Jim and/or Susantha, as recommended by Mark Vargas, the conversation needs to go that direction. Matt Barton definitely will be interested.
If we to consider the second and third higher level (how to gamify the educational process) or the educational methodology of gaming, I think we have to prepare the argument at LRS (as recommended by someone with a terminal degree in education or at least strong interest in pedagogy).
Tom Hergert, Chris Stanley, Plamen Miltenoff and Marian Rengel discussed various aspects on mobile devices.
It was a great conversation, since we barely touched on technological aspects, but rather brainstormed on how to structure these meetings so most can benefit.
how to choose a devices and what to use it for
do/can tablets help you work from home. Similarly to taking a laptop to work at home: how does this reflect on the social stigma of co-workers (“you are not at your office”)
can we expand the conversation beyond LRS and attract more participants by moving the monthly meeting from LRS to any of the coffee shops on campus (iSelf, LRS, Atwood)?
is there a “timer/timing” app, which can help me easily calculate the time was really “busy” with work-related tasks?
the structure of this group: who the we cater to and how
clickers were mentioned