Kids Games - Educational Computer Games Online | TurtleDiary AccueiL DigitalStorytelling “I know only one thing about the technologies that awaits us in the future:We will find ways to tell stories with them.” Jason Ohlar Presentation brought to you by American TESOL! Check out their other video presentations! Slideshow of the Presentation Download the Hand-Outs from the Presentation! *Elements of the Story- Hand-out by Kevin Hodgson *Character Development- Hand-out by Kevin Hodgson *Storyboarding- Hand-out by Kevin Hodgson *Storyboarding- Hand-out by Bernajean Porter Videos Featured in the Presentation *A Short Love Story in Stop Motion by Carlos Lascano A SHORT LOVE STORY IN STOP MOTION from Carlos Lascano on Vimeo. *How A Short Love Story was Created *Chiarastella- Stop Motion Film by Raffaella Traniello's class Chiarastella from Raffaella Traniello on Vimeo. *How Chiarastella was Created *How to create stopmotion claymation films using PowerPoint by Maryna Badenhorst. Featured Tools/ Websites from the Presentation! *Creaza - Create comics, make movies, edit audio, and more! *Storybird
The Ren'Py Visual Novel Engine Gamification, 10 buoni esempi di aziende che giocano Fabio Viola«I giochi a oggi sono il miglior strumento mai inventato per motivare le persone e incollarle a uno schermo: ecco perché le aziende utilizzano sempre più spesso la gamification per aumentare l’engament con i propri utenti/clienti, rafforzare la loyalty al brand, migliorare processi e rendere meno noiosi alcuni compiti». A parlare è Fabio Viola, esperto di gamification, game designer, autore del blog gameifications.com, coordinatore didattico del master in Engagement & Gamification dello IED Milano e membro del comitato scientifico del master in Gamification dell’Università Tor Vergata a Roma. Un guru della materia, insomma, che ci tiene a sgombrare subito il campo dalle definizioni non corrette del termine gamification. A Fabio Viola, che è stato anche ospite di EconomyUpTv (GUARDA LA VIDEOINTERVISTA), abbiamo chiesto di raccontarci dieci casi in cui le aziende hanno utilizzato la gamification con efficacia. Ecco la sua lista. Zombies, Run! English Attack! quant’altro.
The Best Apps for Educators | Mediashift In a speech 30 years ago, Apple co-founder Steve Jobs envisioned a computer-as-book, wirelessly connected to others. And the first-generation iPad fulfilled this image of a passive computing device. Click image to read the entire series But three years later, the iPad has proven itself equally adept on the creation side of the computing equation — and its role in education is no exception. The iPad is the No. 1 selling tablet, with 84 million units sold in its first nine quarters. According to Information Week: Use of tablets and smartphones by K-12 students has hit 50%, according to an analysis released in October at the Wireless EdTECH conference by Blackboard and Project Tomorrow. Mobile devices coupled with cloud services — files and applications stored on servers accessed via WiFi or mobile data networks — make educators’ lives more convenient but at the expense of a 24/7 lifestyle. 1. And none as easy to use as Dropbox — until now. Need more space or features? 2. 3. 4. 5. 6. 7. 8.
Gamestar Mechanic The Guide to Digital Games and Learning | MindShift | KQED News | KQED Public Media for Northern CA MindShift Guide to Digital Games and Learning How can games unlock a rich world of learning? This is the big question at the heart of the growing games and learning movement that’s gaining momentum in education. The MindShift Guide to Digital Games and Learning [PDF] explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use. The MindShift Guide to Digital Games and Learning started as a series of blog posts written by Jordan Shapiro with support from the Joan Ganz Cooney Center at Sesame Workshop and the Games and Learning Publishing Council. Here's a preview of the table of contents: Introduction: Getting in the Game (Page 4) An overview of games in the classroom from Katie Salen Tekinbaş, executive director of the Institute of Play. What the Research Says About Gaming and Screen Time (Page 6) Much of the research around digital games and screen time is evolving.
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Adrift 5 is a text-based user interface that allows users to test and create text adventures. This program is free to download and has the same features as an early text adventure games made popular on early computers. by aaron_literacy_resources_collection Jun 21