VIRTUAL COURSE PATHWAYS

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VIRTUAL COURSE PATHWAYS by Mind Map: VIRTUAL COURSE PATHWAYS

1. MOBILE LEARNING

1.1. Article: Amidst a Mobile Revolution in Schools, Will Old Teaching Tactics Work?

1.2. Blog:

1.3. Tool: ARIS is a user-friendly, open-source platform for creating and playing mobile games, tours and interactive stories. Using GPS and QR Codes, ARIS players experience a hybrid world of virtual interactive characters, items, and media placed in physical space.

2. CONNECTED LEARNING

2.1. Video: The Essence of Connected Learning

2.2. Connected Learning Website

2.3. Blog: Twitter in the Classroom | Some cool ideas for how to use Twitter in K-12

2.4. 37 Ways Teachers Should Use Pinterest

3. GAMING AND GAMING PRINCIPLES IN DIGITAL LEARNING

3.1. Video: Using Game Design to Improve My Classroom

3.2. Watch a range of videos on educational gaming.

3.3. Game Based Learning in Practice

3.3.1. Global Conflicts http://www.globalconflicts.eu/ This educational game is designed to help teach concepts in citizenship, geography, and media. Developed by Serious Games International, it has detailed lesson plans and assignments for students.

3.3.2. PeaceMaker Game http://www.peacemakergame.com/game.php This game is designed to teach concepts in diplomacy and foreign relations. The game allows the player to take on the role of either the Israeli Prime Minister or Palestinian President, trying to find peaceful resolutions to conflicts before the term of office expires.

3.3.3. Lure of the Labyrinth http://labyrinth.thinkport.org/www/index.php This is a digital game for middle-school pre-algebra students. It includes Maths-based puzzles wrapped into an exciting narrative game in which students work to find their lost pet - and save the world from monsters. The game gives students a chance to actually think like mathematicians.

3.3.4. Quest Atlantis http://questatlantis.org/ Quest Atlantis (QA) is a multiuser learning environment that utilises a narrative programming toolkit to immerse children, ages 9–15, in meaningful inquiry tasks that combine strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. Users travel to virtual places to perform educational activities (Quests), talk with other users and mentors, and build virtual personae. They participate in a form of transformational play with a storyline inspiring a disposition towards social action.

3.4. Create Online Games

3.4.1. Scratch http://scratch.mit.edu/ Create online games with Scratch. Created by MIT Scratch is a programming language that makes it easy to create your own interactive stories, animations, games, music, and art -- and share your creations on the web. As young people create and share Scratch projects, they learn important mathematical and computational ideas, while also learning to think creatively, reason systematically, and work collaboratively.

3.5. Gamification

3.5.1. ABC Radio National Podcast on gamification – worth a listen!

3.5.2. Understanding gamification: Web Link

3.6. Video: Making Learning Irresistible: 6 Principles of Game-like Learning

4. FLIPPED CLASSROOM

4.1. Web Link: Five Best Practices for the Flipped Classroom

4.2. Web Link: The Flipped Classroom Model: A Full Picture

4.3. Educator Community: The Flipped Class Network

4.4. Top 10 Do’s and Don’ts When Flipping Your Classroom

4.5. The Flipped Classroom

5. DIGITAL LEARNING

5.1. Classroom 2.0 - Social media and Web 2.0 in teaching and learning. Recorded sessions from 2012 Social Learning Summit

5.2. Blog: Teaching Publishing as a 21st Century Literacy

5.3. Blog: What Skills Are Most Important For Students To Learn in Digital Age?

5.4. Article: Growing up Digital

5.5. Report: Curriculum Development and Youth Media

5.6. Research Report: Living and Learning with New Media: Summary of Findings from the Digital Youth Project

5.7. Report: Digital Literacy Across the Curriculum

5.8. RECOMMENDED ANNUAL REPORT: Horizon Report 2012

5.9. Article: Learning: Peering Backward and Looking Forward in the Digital Era

5.10. Report: The Future of Thinking - Learning Institutions in a Digital Age

5.11. RECOMMENDED WHITE PAPER: Confronting the Challenges of Participatory Culture

5.12. Research Report: Evaluation of Evidence-Based Practices in Online Learning

6. iPads

6.1. School Writing 1.0 for iPad - Teacher-Created Lessons App

6.2. 25 Ways To Use iPads In The Classroom by Degree of Difficulty

6.3. iPad Apps and Bloom’s Taxonomy