terça-feira, 19 de janeiro de 2016

Workshop "O iPad / Tablet - aplicações para o ensino"


Decorreu hoje a primeira sessão do 2.º Workshop para docentes da Universidade do Porto, denominado "O iPad / Tablet - aplicações para o ensino".
Uma das vertentes deste workshop é (i) verificar a existência de aplicações e orientá-las do ponto de vista pedagógica para a sua utilização em contexto de sala de aula; (ii) outra é refletir sobre o tipo de tarefas em que pode ser usada.


Kahoot

Game based learning App




https://kahoot.it/#/ - versão aluno

https://getkahoot.com/ - versão professor


Padlet

Mural colaborativo


https://padlet.com



terça-feira, 12 de janeiro de 2016

Projetos Surprise Me - Licenciatura em Educação Básica - UM

Decorreu ontem no Instituto de Educação da Universidade do Minho a apresentação dos projetos Surprise Me, por parte dos alunos da Licenciatura em Educação Básica. Os projetos foram muito diversificados, com ideias inovadoras e arrojadas, potenciando as TIC como forma dos alunos adquirirem competências de aprendizagem. Acima de tudo pretendemos que os alunos refletissem sobre as práticas pedagógicas, sobre inovação pedagógica e na forma de introdução das TIC no processo educativo, não esquecendo qual é o fim da aprendizagem.

Ficam aqui alguns registos fotográficos da aula.

Parabéns a todos os futuros professores!






















































terça-feira, 29 de dezembro de 2015

7 Free Tools for Building Review Games

One teacher's needs are little bit different from another's so this list covers a fairly wide range of options.

TinyTap is a good iPad and Android app for creating your own review games based on pictures and diagrams. You can create games in which students have to identify parts of picture or diagram. You can also build games in which your students have to assemble a puzzle by dragging and dropping pieces into place (the puzzle does not have to follow the jigsaw puzzle format). Click here to see a selection of games that teachers have made and published through TinyTap. 

ClassTools.net offers a handful of templates for building your own educational games. Through ClassTools.net you could build a Pac-Man style game, a Connect Four style of game, or build a QR code treasure hunt for your students.

Socrative and Kahoot continue to be my two favorite platforms for hosting fast-paced review quizzes. Both services allow you to create quizzes and host quizzes that your students complete through their mobile devices or laptops. Students can receive instant feedback on each question (if you allow that option) and a final score. In both tools you can include pictures as part of your questions. Socrative allows you to host team activities that they call "space races."

If a Jeopardy-style game is what you're after, eQuizShow, Jeopardy Rocks, and FlipQuiz are worth giving a try. None of the three services requires you to download any files to create your activities. All three services provide text-based questions for free. eQuizShow and FlipQuiz support picture-based questions if you upgrade to their premium plans. Click here to learn more about FlipQuiz, eQuizShow, and Jeopardy Rocks.

http://www.tinytap.it/

http://www.tinytap.it/games/

http://www.classtools.net/

http://socrative.com/

https://getkahoot.com/

http://equizshow.com/

https://www.jeopardy.rocks/

http://flipquiz.me/

sexta-feira, 18 de dezembro de 2015

Technology and the Future of Classroom Learning

Only thirty years ago, the future of classroom learning seemed pretty secure. Students sat in neat rows of desks. Or if the teacher was on the progressive side, they might have those desks arranged into table groups. No matter the desk arrangement, each student had a clear view of the chalkboard. That was the center of every classroom, because that was where the teacher most often dispensed information.

Students also had clear expectations about how, when and what they were learning at any given moment in their highly scheduled day.

School was a place to learn because that’s where the learning materials were. The teachers, administrators and textbooks were all within those scholarly walls. And occasionally, if the school was wealthy and cutting edge, one single computer was nestled into the back corner of the room. This was just the way things were, and how we expected them to always be.

But things have already started to change. Here are a few ways technology will affect the future of classroom learning:

Less Teachers, More Algorithms

The trend towards computerization has already started. All across the world there are “blended” classrooms, those which combine the best of human instruction with programs designed to track and monitor student progress. For instance, the teacher uses a computerized curriculum that constantly quizzes students on the material they have learned. Based on these assessments, students can either move on to the next lesson or must review with the teacher until they master the lesson.

In such a classroom, there will be less need for traditional lecture style teaching, and more need for teachers as facilitators, allowing for higher and higher student/teacher ratios.

Less Classrooms, More Chatrooms

One other unexpected change just on the horizon of classroom learning is the need for a classroom at all. There is already a virtual education movement being led by organizations such as K12 and Connections Academy, to move public education fully online. The teachers and students at these schools never meet face-to-face in a “bricks and mortar” classroom, but rather meet at prearranged times online, often utilizing conferencing applications such as Skype, Tinychat or Google Hangouts.

Champions of online learning state that the online platform offers incredible benefits to learners, including the ability to overcome demographic and geographic challenges. And just like the “blended” classroom setting mentioned previously, online learning environments are customized to individual learners.

Whether students physically congregate in the same building or only virtually congregate online, there will always be a need, as far as we can tell, for congregation of some kind. So in that sense, schools will not become a relic of the past any time in the near future.

Less Textbooks, More Web Pages

However, textbooks, have already become somewhat of a relic for some teachers, though printing itself has become a sustainable industry. The fact is, we live in the information age, and print just can’t keep up.

For instance, a few years ago, scientists announced that Pluto was no longer classified as a planet. In the print world, it will take ten years or more for that single fact to be updated in all the textbooks in circulation around the country. However, on sites like Wikipedia, that fact can be corrected in two minutes.

In the future, printed materials will be used for recreation and luxury items, but not as a primary way of distributing information.

Less Drills, More Games

Long gone will be the days of memorizing spelling and math facts, the act of which often encourages students not to think.

In future classrooms, students will be playing games instead of memorizing facts. The reason games are so beneficial to student learning is that they provide a safe place for students to make mistakes and receive immediate feedback.

In a good game, a player must make mistakes, learn, improve and then finally feel successful. If the game does not follow this pattern, it would either feel too easy, too hard, or just plain boring. Coincidentally, this mistake-feedback-success loop is an excellent way to motivate learners of all ages.

Information is King

So while we can’t predict whether students will be wearing computerized glasses and watches, or if they can print out their homework assignments on a 3D printer, we can predict some things about the future of learning.

Most certainly, there will be less emphasis on the dispensing information from teacher to student and more emphasis on how to find, sort, and use that information wisely.

Author bio:

Nick Rojas is freelance writer, Californian, traveler, loving Husband. Fan of Oxford Commas and cursive.