My note: the Spiegel article is about obesity and fitness, but I see if very congruent with gamification
But what are the Finns doing right? The answer is multifaceted and likely has something to do with the Finnish mentality, which tends to take an uncomplicated, pragmatic approach to problems.
HSTRY Timeline Creator. HSTRY is a multimedia timeline creation tool that will work on your laptop, Chromebook, iPad, or tablet. With a HSTRY account you can build timelines in a vertical scroll format similar to that of a Facebook feed. To start the process pick a topic and upload a cover photo. To add events to the timeline just click the “+” symbol and select the type of media that you want to add to your timeline. You can add videos, images, audio, and text to the events on your timeline.
There are two features of HSTRY that make it stand-out from the crowd. First, as a teacher you can create an online classroom in which you can view all of your students’ timelines. Second, as a teacher you can build questions into timelines that you share with your students. You can even build-in explanations of the answers to your questions.
For other timeline creation tools, check out this chart.
My note: HSTRY could be a great tool, if the organizers were not that greedy. Their plan + kicks in way to early and does not allow participants to collaborate. E.g., Zaption allows teachers / students to “share” their presentations, but HSTRY asks right away to upgrade. Thumb down!
*TimeGlider’s basic plan is free for students. A paid subscription is required to activate collaboration tools.
**Dipity’s basic plan is free for students. The basic account is limited to three timelines.
***Timeline JS utilizes Google Spreadsheets as the basis of timeline event creation. Students collaborate on a spreadsheet to build timelines. A video of the process is available at http://bitly.com/1zRLdr5
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More on the use of technology in history in this IMS blog:
In recent years, digital badging systems have become a credible means through which learners can establish portfolios and articulate knowledge and skills for both academic and professional settings. Digital Badges in Education provides the first comprehensive overview of this emerging tool. A digital badge is an online-based visual representation that uses detailed metadata to signify learners’ specific achievements and credentials in a variety of subjects across K-12 classrooms, higher education, and workplace learning. Focusing on learning design, assessment, and concrete cases in various contexts, this book explores the necessary components of badging systems, their functions and value, and the possible problems they face. These twenty-five chapters illustrate a range of successful applications of digital badges to address a broad spectrum of learning challenges and to help readers formulate solutions during the development of their digital badges learning projects.
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Badges and Leaderboards: Professional Developments for Teachers in K12
Do any of you have game consoles in your libraries?
We currently offer PS3 and xBox but recognize there’s a whole new generation available.
Our issue is that xBox1 works best connected to the Internet. This allows full game play but opens up some issues in a library environment. Is anyone already offering these? How do you deal with patrons logging into their personal accounts on the consoles and perhaps forgetting to log our therefore leaving them exposed? These accounts store credit card info and game winnings. What’s a library to do?
Thank you,
Madeleine Sturmer
IT Manager
Teton County Library
(307) 733-2164 x143
IT Dept x192
Classroom-based teaching with assignments and activities which students pursue independently of each other.
1 to 29%
Web Facilitated
Web resources and technologies are used to facilitate what is essentially a face-to-face course. May use webpages and course management systems (CMS) to post syllabuses, readings and assignments.
30-79%
Blended / Hybrid
Course blends online and face-to-face delivery. Substantial parts of the content are delivered online and discussions, team projects and activities and web safaris are used for learning. The number of face-to-face sessions is decreased as the volume of online activity increases.
80+%
Online
A course where all, or almost all, of the content is delivered online with no or a very small number of face-to-face meetings.