A one-stop shop to get started on the key considerations about data …
A one-stop shop to get started on the key considerations about data for AI! Learn how crowdsourcing offers a viable means to leverage human intelligence at scale for data creation, enrichment and interpretation, demonstrating a great potential to improve both the performance of AI systems and their trustworthiness and increase the adoption of AI in general.
This class addresses important, current debates in media with in-depth discussion of …
This class addresses important, current debates in media with in-depth discussion of popular perceptions and policy implications. Students will engage in the critical study of the economic, political, social, and cultural significance of media, and learn to identify, analyze, and understand the complex relations among media texts, policies, institutions, industries, and infrastructures. This class offers the opportunity to discuss, in stimulating and challenging ways, topics such as ideology, propaganda, net neutrality, big data, digital hacktivism, digital rebellion, media violence, gamification, collective intelligence, participatory culture, intellectual property, artificial intelligence, etc., from historical, transcultural, and multiple methodological perspectives.
This game is designed to test, reinforce, and enhance students' understanding of …
This game is designed to test, reinforce, and enhance students' understanding of Disability Rights Law. I've used it in several different ways: as a game that students play in class, with a prize for the winning student or team (playing the game and discussing the correct answers takes about one hour of class time); as a closed-book quiz that students take in class, followed by discussion of the correct answers (again, about one hour of class time); and as an open-book assignment that students complete before class, followed by discussion of the correct answers in class (about 30 minutes of class time).
Overview of Gamification in ELTGamification integrates game-like elements, such as points, badges, …
Overview of Gamification in ELTGamification integrates game-like elements, such as points, badges, and competition, into English Language Teaching (ELT) to boost learner engagement and motivation. By turning learning activities into games, students become more active participants in their language acquisition, making the process enjoyable and interactive. Popular tools like Duolingo, Kahoot!, and Classcraft use rewards and challenges to encourage continuous learning and help reinforce vocabulary, grammar, and fluency. While gamification offers clear benefits—such as increased motivation and personalized learning—it also presents challenges, including the risk of over-relying on game mechanics, which can undermine deeper learning, and technology access issues in certain regions. Despite these obstacles, gamification remains a powerful tool in modern ELT, offering innovative ways to enhance language teaching.
Toolkit is an Open Educational Resource on Gamification. Gamification in education is a …
Toolkit is an Open Educational Resource on Gamification. Gamification in education is a teaching method that uses game elements and design to motivate students. The goal is to make learning fun and engaging by inspiring students to continue learning. The text, images, video, and quizzes are included to promote gamification in education.
LearnDoubleEntry.org is a website where students can prepare journal entries in an …
LearnDoubleEntry.org is a website where students can prepare journal entries in an accounting system and see results in terms of Financial statement, T-Accounts, Trial Balance, etc.
We hope you find the lesson plan templates we have created surrounding …
We hope you find the lesson plan templates we have created surrounding Inclusive education, focusing on inclusivity and diversity, helpful in your classroom!Created by: Kerri O'Neill, Brooke Stilling, and Josh Stayko.
Here is the lesson plan overview for lesson plan #1 for grade …
Here is the lesson plan overview for lesson plan #1 for grade 4 students for social emotional learning. They are taught how to create managble and timely goals.
This resource includes the first of a 2-part activity designed to teach …
This resource includes the first of a 2-part activity designed to teach the concept and practice of gamification. Students are given a list of items to find and post a picture or video on a digital wall created by the teacher. The purpose of the lesson is to give students hands on experience of gamification. The activity is completely online
This resource is a video abstract of a research paper created by …
This resource is a video abstract of a research paper created by Research Square on behalf of its authors. It provides a synopsis that's easy to understand, and can be used to introduce the topics it covers to students, researchers, and the general public. The video's transcript is also provided in full, with a portion provided below for preview:
"In a civil engineering class in Ireland, college students take their seats, open their tablets, cell phones, or laptops, and choose jerseys. They’re gearing up for a mad dash across Europe – cycling hard over hills and speeding through valleys – as they compete for best standing in Le Tour de France. To win the race, they need to answer questions on topics like structural engineering and stress analysis. But the game isn’t really about winning – it’s about making learning more effective, interactive, and fun. Designed by University College Dublin civil engineering professor Arturo Gonzalez, ‘Surviving Le Tour de France’ is a real-time assessment tool that improves the educational experience of both students and teachers alike. It works like this. A teacher prepares lectures and accompanying questions, which are delivered in stages. Each stage corresponds to a different leg of a simulated cyclist race that progresses over the course of a semester..."
The rest of the transcript, along with a link to the research itself, is available on the resource itself.
In order to introduce some fun, and hopefully get students to practice …
In order to introduce some fun, and hopefully get students to practice some of the concepts discussed in class relating to social and emotional intelligence, and mindfulness practices, the Mindful Brainiac Challenge was developed. Students are divided into teams and awarded individual and team points for demonstrating certain behaviors / actions. Using Class Dojo application, points are awarded from one of the three categories: Cognitive and Metacognitive skills, Social and Emotional Intelligence, and Mindfulness. Teachers collect points from their own observations in class, homework assignments, and reports from students themselves, peers, other teachers and parents. Students are only awarded positive points (so they don't get "punished", and points lead into different milestones that award badges. Throughout the course, different milestones / achievements will receive different rewards, individually and collectively, and by the end of the course, the team with most badges and the individual with most points wins.
This resource includes the first part of a 2-week activity designed to …
This resource includes the first part of a 2-week activity designed to teach Social-Emotional Learning and build relationships in the classroom through gamification. In the first part of the lesson, we will describe the process and recall information that students can expand on. They will get to do the first trial in groups similar to the activities/game they will be participating in the following week. The second week involves putting social-emotional learning into action through a week long of group-activities, aiming towards a common goal.
"Quizizz is a free tool. It works on any device: web browser, …
"Quizizz is a free tool. It works on any device: web browser, iOS, Android and Chrome apps. You can access hundreds of ready-made learning quizzes or create your own. Join as a teacher, pick a quiz, and use the code for a virtual room to give to your students."
The way you make a quiz, you host it and then you see them playing it on their mobile phones/tablets or laptops with the Scoreboard Seen Live on the Screen/Projector in the Class makes it a real happy classroom. The extra-edge comes with the Music that is being played by the App or the Website during the quiz.
The additional features about creating a quiz are more beneficial and good with the Quizizz. You can download an excel sheet from Quizizz and enter the questions as guided in this format. While using the desktop version, you can upload this .csv and the quiz is generated. Another excellent feature is to TELEPORT the questions from Pre-made quizzes. Click on teleport after cresting name of the quiz. On the right side of the screen you see that there are many quizzes opened and you can add a question to your quiz, just by clicking ADD.
This game is designed to test, reinforce, and enhance students' understanding of …
This game is designed to test, reinforce, and enhance students' understanding of Social Security Law. I've used it in several different ways: as a game that students play in class, with a prize for the winning student or team (playing the game and discussing the correct answers takes about one hour of class time); as a closed-book quiz that students take in class, followed by discussion of the correct answers (again, about one hour of class time); and as an open-book assignment that students complete before class, followed by discussion of the correct answers in class (about 30 minutes of class time).
This game is designed to test, reinforce, and enhance students' understanding of …
This game is designed to test, reinforce, and enhance students' understanding of Special Education Law. I've used it in several different ways: as a game that students play in class, with a prize for the winning student or team (playing the game and discussing the correct answers takes about one hour of class time); as a closed-book quiz that students take in class, followed by discussion of the correct answers (again, about one hour of class time); and as an open-book assignment that students complete before class, followed by discussion of the correct answers in class (about 30 minutes of class time).
No restrictions on your remixing, redistributing, or making derivative works. Give credit to the author, as required.
Your remixing, redistributing, or making derivatives works comes with some restrictions, including how it is shared.
Your redistributing comes with some restrictions. Do not remix or make derivative works.
Most restrictive license type. Prohibits most uses, sharing, and any changes.
Copyrighted materials, available under Fair Use and the TEACH Act for US-based educators, or other custom arrangements. Go to the resource provider to see their individual restrictions.