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Libros, cuentos para niños. Libros para recomendar. Actividades para niños. Red social padres.

Libros, cuentos para niños. Libros para recomendar. Actividades para niños. Red social padres.

Reading With Pictures | We get comics into schools and get schools into comics truequebook.es soñando cuentos Trying Out Gamification In the Classroom? These Tools Are For You Getting students actively engaged and learning by leveraging the power of gamification in the classroom is a hot trend these days. The idea of getting students learning, sharing, and laughing by using gamification shows great promise, to be sure. But where should you start in terms of finding the tools that will actually help you out? PBS Learning Media thought it might be useful to give you a little help in that department. Below are just a select number of useful apps and web tools that they’ve curated and know will help any classroom take a different approach to learning about some basic ideas. There are certainly a lot of innovative tools like this out in the wild. Top Gamification Tools Worth Trying 1) Star Swiper Give your young learners some counting practice with this fun, interactive game from the popular PBS KIDS program PEG + CAT. 2) Dunk Tank: Liquid Volume Learning about measurements have never been more fun than with “Dunk Tank” from the PBS KIDS math series Cyberchase!

Consumo Colaborativo Cuentos no estereotipados. Más de 100 títulos maravillosos Cuentos que cuentan. Cuentos no estereotipados A la madre y a la tía de pequeñas nos castigaban sin leer; nuestro amor por los libros era tan obvio que enseguida descubrieron que privarnos de ellos era la amenaza más efectiva para que dejásemos de pelearnos (una actividad nuestra muy favorita en aquella época), recogiéramos la habitación, nos comiéramos lo que tocase ese día y otras tantas cosas detestables. Siguiendo esa lógica, también nos premiaban con libros; si teníamos que ir al médico, si las notas eran buenas, si se nos caía un diente o simplemente si querían vernos sonreír… Desde que tenemos memoria AMAMOS leer y hemos procurado rodearnos de libros; ahora además tenemos un pequeño muso lector que apunta maneras de convertirse en uno enorme y por lo tanto andamos siempre a la búsqueda de títulos con los que alimentar su biblioteca y mimar como merece su amor por la lectura. Láminas originales Proyecto Alegría. Otras culturas, razas y religiones - “Me llamo Yoon”, Helen Recorvits.

Crack the Books Interactive Science Books - Mobile Education Store Crack The Books™ is a state of the art, interactive book series for upper elementary students. Developed in collaboration with top universities, scientists, educators and specialists, Crack The Books™ is the first standard based, core curriculum aligned digital book series that includes both interactive enhancements and universal design accessibility features. Designed for all students, from children with special needs to students who are academically gifted, Crack The Books™ gives educators a powerful new teaching tool to help students of all academic skill levels meet state standards for reading comprehension. Crack The Books™ are the first interactive books that can be adjusted for reading level. Crack The Books™ will cover a variety of topics, including earth habitats, geography, weather, physics, human body, US government, explorers, US history, US states and the solar system. Digital Science Book Features - Adjustable reading levels from 1st to 8th grade - Videos and custom animations

Cuentos Infantiles: Cuentos Infantiles Cortos Inicio | Editorial Bruño Gamification in Education: Top 10 Gamification Case Studies that will Change our Future New to Gamification? Check out my post What is Gamification & my Gamification Framework: Octalysis Education Gamification in Action. There’s a lot of potential in the field of Education Gamification. If you ask children, “What is work?” Clearly there should be a way to help kids learn from what they do best – play. No longer viewed as a mundane process for presenting information while testing for retention and understanding, the modern educational challenge involves tasks of engaging students, stimulating their interests, retaining their attention, and maintaining a positive attitude in a nurturing environment. Key to these goals is the effort to maintain a rich communications environment that encourages feedback and reinforcement, not only between the instructor/teacher and students, but also between the students themselves. Education Gamification Example #1 – DuoLingo:Learn a language while translating the Web Each student gets an avatar which can be visibly displayed in ClassDojo.

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