Information and digital literacy in education via the digital path
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Information and digital literacy in education via the digital path
Literacy in a digital education world and peripheral issues.
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Helpful Resources for Arts Integration

Helpful Resources for Arts Integration | Information and digital literacy in education via the digital path | Scoop.it

In the last few weeks we shared with you a number of interesting free resources from OER Commons that you can use in your class for a wide variety of instructional materials (see resources on game-based learning and resources for STEAM teachers). Today, we are sharing with you another excellent resource from OER Commons featuring a collection of curated educational materials for art integration in education. ‘Arts integration’,

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Be Internet Awesome - Google's New Internet Safety Curriculum

Be Internet Awesome - Google's New Internet Safety Curriculum | Information and digital literacy in education via the digital path | Scoop.it
Be Internet Awesome is Google's new Internet safety curriculum. I learned about it from Larry Ferlazzo and then spent some time exploring it myself. The Be Internet Awesome site features a game called Interland. The game is set in a virtual world that students navigate by correctly answering questions about Internet safety.
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Game on: Using fellowship and collaboration to engage learners

Game on: Using fellowship and collaboration to engage learners | Information and digital literacy in education via the digital path | Scoop.it
One of the first things you may think of when you think about a game is competition. Traditionally most games engage players in some way with a competitive aesthetic, the aim being to win or beat other players. However, more games are starting to use fellowship to engage players. Scriptwriter Taryn Stack looks at the rise of Massively Multiplayer Online Role-playing Games (MMORPGs) and cooperative board games which demonstrate that fellowship and co-operation are just as valid as competition when it comes to creating engagement.

Via EDTECH@UTRGV
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Level Up Learning: A National Survey on Teaching with Digital Games

Level Up Learning: A National Survey on Teaching with Digital Games | Information and digital literacy in education via the digital path | Scoop.it

Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and why teachers use games in the classroom, as well as issues they encounter in their efforts to implement digital games into their practice.


Via Nik Peachey
Nik Peachey's curator insight, October 24, 2014 5:05 AM

This is a 69 page PDF, but it's well illustrated with plenty of infographics so easy to read.

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Myths vs Reality - Copyright

Myths vs Reality - Copyright | Information and digital literacy in education via the digital path | Scoop.it
The Copyright Myth-Reality Cards were produced for the launch of the Copyright User website at the AHRC’s Creative Economy Showcase event on 12 March 2014. 
Using the same data collected during the FAQs exercise and similar qualitative techniques, we identified the 8 copyright misconceptions that occurred most often among users and distilled them into a set of cards. 
Oskar Almazan's curator insight, November 11, 2017 1:22 PM
The Copyright Myth-Reality Cards were produced for the launch of the Copyright User website at the AHRC’s Creative Economy Showcase event on 12 March 2014. Using the same data collected during the FAQs exercise and similar qualitative techniques, we identified the 8 copyright misconceptions that occurred most often among users and distilled them into a set of cards. The cards consist of text and illustrations, with a copyright myth on one side and the copyright reality on the other. You can freely download and print the entire set of cards here.
 
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Tech skills are seriously lacking in universities – take it from the IT guy

Tech skills are seriously lacking in universities – take it from the IT guy | Information and digital literacy in education via the digital path | Scoop.it
“Moodle Man!” came the cry from behind me. I cringed. I’d made the fatal mistake of walking through the campus helpdesk area during lunchtime on assignment hand-in day. I turned, clutching my meal deal, to see a student, and one of my regular customers, come barrelling towards me, laptop in hand. “How do I submit my assignment again?” she asked. “I really need a Jill Watson,” I said, abandoning my sandwich behind the desk. “Who’s Jill Watson?” came the reply. “Never mind, let’s have a look at your assignment”.
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The Difference between Gamification and Game-Based Learning

The Difference between Gamification and Game-Based Learning | Information and digital literacy in education via the digital path | Scoop.it
By Steven Isaacs Have you tried to gamify your classroom? Do you incorporate game-based learning into your curriculum?

Via Leona Ungerer
Stephen Reid's curator insight, January 20, 2015 6:07 AM

One of the most common questions I am asked by educators wishing to use games in their lessons...This is a great article for answering such enquiries.

Alex Enkerli's curator insight, January 30, 2015 2:19 PM

To promote proper technopedagogy, let’s lift the confusion between Gamification and Game-Based Learning. #OpenBadges

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Five Research-Driven Education Trends At Work in Classrooms

Five Research-Driven Education Trends At Work in Classrooms | Information and digital literacy in education via the digital path | Scoop.it
Increasingly, educators are looking to research about how kids learn to influence teaching practices and tools. What seemed like on-the-fringe experiments, like game-based learning, have turned into real trends, and have gradually made their way into many (though certainly not most) classrooms.
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