How To Be As Interesting As A Video Game: Engaging Today’s Students

Friday, October 13, 2017 No comments
Image result for gamification
1. Realize self-directed learning not by merely suggesting it, but making it necessary to get anything done.
2. Design learning experiences so that students see visible progress on a daily basis.
3. Make objectives clear, and offer students multiple ways to accomplish them.
4. Give students the tools to design and build what you hadn’t thought of.
5. Design with iteration in mind: one skill builds on the next, and students need it all to succeed.
6. Use project-based learning where students design the entire process from brainstorming to publishing.
7. Give students malleable learning tools and resources that they can customize, or “upgrade” to fit their approach to learning.
8. Make learning both collaborative and competitive.
9. Consider challenge-based learning and place-based education, where students solve problems important to them, in communities that are watching.
10. Gamify your classroom in a way that focuses not on standards, data, or “proficiency,” but personal progress meaningful to the student.

Ideas from Terry Heick

Examples of Learners Creating and Problem Solving With Technology

Wednesday, October 11, 2017 No comments


Tech Tools that Rock

Friday, August 4, 2017 No comments
The following tools can be manipulated by you and then saved. The saved files can then be inputted into your Promethean Flipcharts and/or Smart Notebook files. To learn more about making your own games click here.

Once on the website for each tool, click on Sample at the bottom of the screen to see lesson ideas. The icon looks like this: 


This is a simple activity which is a great way of rounding off a unit and revising important dates, concepts and people. It can also be used to randomly pick a name from a list of students. You can copy and paste your data direct from Word, Excel and other programs. 

This is a powerful interface: you create one set of questions, then you can choose from four different interactive quizzes.

This is a great interactive clock to help with classroom management.

A Dustbin game is great for helping students to organize ideas into categories.

PostIt is a useful tool for helping students to identify and then categorise key factors. Each "Note" can be dragged and dropped anywhere in the screen and colour coded if necessary. A background image can also be inserted for annotation purposes.

This activity allows students to input their words into a book that becomes virtual and exciting.

A fishbone template is an essay planning tool. Whereas the burger diagram encourages students to think in terms of introduction, three main sections and a conclusion, the fishbone approach involves selecting four main factors, then providing three key pieces of detail about each.

A burger diagram is a simple essay planning tool. Students make basic notes covering their introduction, three main sections, and a conclusion.

The Jigsaw template is designed to allow students to make connections between various factors in an engaging manner.

The Priority Chart Template allows students to brainstorm factors which help to answer a key question, and then these can be dragged and dropped into an order of priority and colour coded as required.