Tuesday, December 3, 2013

Rubric for Mobile Apps


Recently I came across a great rubric from eskillslearning.net that helps teachers/educators to better evaluate and select mobile apps that they can use in the classroom.  “The rubric outlines 10 evaluative criteria to base your selection. These are: Common Core Standards alignment, Presentation of content in the app, Levels of engagement, Levels of difficulty, Does it meet students need?, Platform matches school equipment, Research based, Scholastic presentation, Self-correcting and Various modes of play.”
 
 

 

Reference:
Teachers Rubric for Selecting Mobile Apps ~ Educational Technology and Mobile Learning. (n.d.). Retrieved December 3, 2013, from http://www.educatorstechnology.com/2013/12/teachers-rubric-for-selecting-mobile.html

Monday, December 2, 2013

Chapter 8; Collins and Halverson

This chapter talks about how schools or the education world in general can cope with technology in the classroom.  It gives us a couple ideas to start with, but the most interesting part of the chapter concerned using and implementing new curriculum designs.  It gives us a basic understanding of how the technology develops while the students develop.  I found the implementation of games most interesting.  Games can help us succeed in subjects that have been lacking over the years.  Things that once seemed boring to students, like history - come to life in the form of educational gaming.  Technology also helps us manage the schools, classrooms and curriculum much better.  Things are more organized, collaborative and user friendly in the digital classroom.

Reference:

Collins, A., & Halverson, R. (2009). Rethinking education in the age of technology: The digital revolution and schooling in America. New York, NY: Teachers College Press.