Please share this new resource widely!
Immerse your students in a 360˚ view of an ocean ecosystem. Perfect for middle school science and STEM programs. Meets NGSS Life Science Standards and great for 1 to 1 classrooms. Access this free resource through Google Cardboard, laptop, iPad, computer or mobile devices! http://bit.ly/coralreefadventure
Update: Did you miss the presentation? You can view my slides online.
Up to 50 can join me on Friday @ 11:30CST for my research talk. My examples will include ThingLink 360, virtual worlds, GBL and augmented reality. Zoom link: http://bit.ly/DrN_Spr17
I am always impressed by the OSCC (Open Simulator Community Conference). Over the years, the conference team has fine tuned the event to a smooth running machine. And having been in virtual worlds for quite some time, I can appreciate how rarely things run smoothly. They manage the user load through multiple regions, enlist the help of volunteers for quetsions, use Skype and other streaming media to avoid audio problems, and have an attractive and easy to use world.
I had a wonderful time in Savannah Georgia last week during a Society for Information Technology and Teacher Education (SITE) conference. The audience and I had a good time 'playing' my keynote presentation with choices, voting, and interaction. I had a chance to get to know a smaller group of conference attendees at my post-keynote session, where we share our own game-based learning stories and lessons learned.
EPIC WIN: Designing for success with game-based learning
ABSTRACT: Throughout history, games have engaged players of all ages in a shared experience of persistence, challenge, failure, and success. This has been achieved through a wide variety of gaming strategies and structures, from role play to puzzle and digital to paper. The recent popularity of designing curriculum with games in mind has shown that some game structures translate well to academic environments (EPIC WIN) while some are an EPIC FAIL. Larysa Nadolny will share her experience with designing and teaching in game-based learning environments and practical steps to get started with your own course. @GBLedu
In this article the authors present the concept of Coding Literacy and describe the ways in which coding apps can support the development of Coding Literacy and disciplinary and digital literacy skills. Through detailed examples, we describe how coding apps can be integrated into literacy instruction to support learning of the Common Core English Language Arts standards. The authors also provide suggestions for getting started with coding apps and discuss aspects of instruction for teachers to consider as they plan to integrate coding apps into their classrooms.
Hutchison, A., Nadolny, L., & Estapa, A. (2015). Using coding apps to support literacy instruction and develop coding literacy. The Reading Teacher.
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