To be able to meet the needs of our knowledge-based society, the modern educator must constantly learn and evolve. Continuous training is necessary to improve the quality of teaching. Various studies have shown that the appropriate pedagogical approaches and regular teacher training influence students' success more than other factors such as the number of students in the classroom or the teacher's previously gained experience. A well-informed educator is able to help his students learn and improve their performance in various disciplines. Given that teachers tend to teach in the way they are taught, there is a need for a complete restructuring of how they are trained.
But what needs to be taken into account in order for teacher training programs to succeed?
Motivation is a critical factor in the success of learning. When motivation weakens, learning ceases (Gee, 2003). Planning activities that emphasize students' motivation are able to offer ways to bridge their lack of interest, increase their involvement and ultimately foster learning in the subject area. How can the ARCS motivation model help instructional designers create more fun and engaging learning activities for the learners?
Those who design and develop educational applications have undoubtedly come across the term "Storyboard", a vague and obscure term. So what is a Storyboard?
Flipgrid is a video discussion platform which allows the sharing of user-generated videos, among groups of people. It is currently used in over 50,000 classrooms to empower students and ignite discussion.
What is it?
The process is really easy. In Flipgrid, teachers post discussion topics to which students then reply using videos. Learners can pause and flip their camera while recording, add pictures or documents, trim unlimited clips and include a whiteboard, video styles, text, emoji, inking to their stories. Teachers and students can post replies to videos, like them and provide feedback to their peers. Every video along with its replies forms a Grid. Grids are the meeting place for classrooms, schools, departments or any learning community to discuss specific topics. Those Grids can be easily embedded in a variety of other platforms such as Wordpress, Moodle etc.
Ask a group of course designers we know how to make e-learning more engaging by using images, videos, and animations more effectively. The visuals and interactive elements are really good places to start. But there’s another element that’s often overlooked: audio.
E-learning audio is more than voice-over narration. Audio includes audio interviews, ambient sounds, natural sound effects, and background music. Used effectively, these can help draw in learners, focus their attention, and fuel their imaginations. And that's what E-learning heroes community weekly challenge is all about!
Learning is not limited to a single, specific phase in life, that of the years at school, but also happens in different contexts, over the course of a lifetime. With its strategic framework for European cooperation in education and training, ET2020, the European Union supports the concept of lifelong learning by coordinating cooperation between Member States on training and formal, non-formal, and informal education.
Therefore an extensive variety of educational platforms have been developed that offer courses which spread from business and computer science to public health and marketing. One of the most notable is Coursera.
What is Coursera?
Founded in 2012 by professors of Stanford University, Coursera has gradually accumulated a catalog of hundreds of courses from elite institutions such as Stanford, Duke, Michigan and HEC Paris. Coursera possesses the largest and most eclectic catalog for online higher education.
Class Dojo is a student behavioral management system that is used by 35 million users worldwide according to the app’s developers.
How does it work?
Initially, after signing up at the Class Dojo (https://www.classdojo.com), the teacher creates his / her digital class by simply entering the names of the. Students then download the application to their mobile devices and register in their digital class easily via a QR code that has been given to them.
Students earn or lose "Dojo points" depending on how they behave in the classroom. These points vary according to the type of the behaviour and are predefined by the teacher. For example students can earn points if they are being kind to their classmates and loose points if they miss the homework's deadline. Particularly useful is the recording of the pupils' overall behavioral progress throughout the year, as it is not limited to a single lesson.
Virtual reality has attracted the interest of the research community due to the endless possibilities itoffers in the educational arena. Although a wide range of applications already exists, further researchis required to establish effective practices for a fruitful classroom implementation. This quantitativeresearch of a sample of 37 primary school students explores the educational affordances and students’perceptions of virtual reality systems as supportive tools for teaching English as a foreign language.
It is well known that gamification is an engaging technique that enables the creation of a deeper bond between the user and the product. Why does this happen? How does Neuroscience explain this connection? Read the article below by Juliette Denny to learn more.