Trying to get your students excited about science? Lab activities and field trips are great but what about the classroom or at home?
Tabula Digital has released a series of online, science based games for 3-5 grade students to learn through active play and competition.
And like so many other digital resources, they are 100% Free!
To access these games, click here.
Showing posts with label learning. Show all posts
Showing posts with label learning. Show all posts
Thursday, July 30, 2009
Friday, February 27, 2009
Take-out Education
The majority of schools I work with have strict policies prohibiting the use of cell phones. The majority of students I work with are more likely to come to school without pants than their phone.
Want affordable, mobile, computing power for all students? Cell phones may be the answer.
Elliot Soloway, a professor at the University of Michigan makes the following points about mobile learning:
1. Big: By combining the main functions of a PC with the resources of the internet in an ultra-portable device, smart phones and other mobile devices truly give students the ability to practice "anytime, anywhere" learning
2. Sustainable: Because most students will already have a cell phone or mobile device, parents can buy the technology for their kids, and schools can purchase only the software. Also, students prefer handheld technology to laptops because it's more portable. At the same time, handheld devices, software companies, and educators are creating programs to help implement mobile devices into the curriculum.
3. Able to provide unique opportunities, especially for interaction through blogs and academic-related text messaging.
A good manager knows you should never make a rule you can't enforce. Instead of making rules to prohibit cell phones why not put this free computing power to work for education?
Want affordable, mobile, computing power for all students? Cell phones may be the answer.
Elliot Soloway, a professor at the University of Michigan makes the following points about mobile learning:
1. Big: By combining the main functions of a PC with the resources of the internet in an ultra-portable device, smart phones and other mobile devices truly give students the ability to practice "anytime, anywhere" learning
2. Sustainable: Because most students will already have a cell phone or mobile device, parents can buy the technology for their kids, and schools can purchase only the software. Also, students prefer handheld technology to laptops because it's more portable. At the same time, handheld devices, software companies, and educators are creating programs to help implement mobile devices into the curriculum.
3. Able to provide unique opportunities, especially for interaction through blogs and academic-related text messaging.
A good manager knows you should never make a rule you can't enforce. Instead of making rules to prohibit cell phones why not put this free computing power to work for education?
Wednesday, June 11, 2008
Play it - before you live it!
Feeling the pinch of rising gas prices? Too bad somebody didn't see this coming and proactively engage in discourse about potential ramifications. Well actually, someone did just that...
World Without Oil is an Alternate Reality Game that was launched in April of 2007. Over 1800 people contributed their insight and imaginative thought to create a simulation of what our lives might be like if oil demand exceeded production.
Many academics including Eric Klopfer, the director of the Teacher Education Program at the Massachusetts Institute of Technology believe ARGs have educational potential.
Lesson plans have already been developed for use in high school classooms. These game based lessons are aligned to National standards and have helped engage 10th grade students in discussion about oil production.
To visit the World Without Oil website, click here.
World Without Oil is an Alternate Reality Game that was launched in April of 2007. Over 1800 people contributed their insight and imaginative thought to create a simulation of what our lives might be like if oil demand exceeded production.
Many academics including Eric Klopfer, the director of the Teacher Education Program at the Massachusetts Institute of Technology believe ARGs have educational potential.
Lesson plans have already been developed for use in high school classooms. These game based lessons are aligned to National standards and have helped engage 10th grade students in discussion about oil production.
To visit the World Without Oil website, click here.
Labels:
Alternate Reality,
learning,
simulation,
World Without oil
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