The educational journey of creating a computer game through Scratch has been fun, informative, and rewarding. We can't wait to share our game with the Scratch community! #Comm140V
Well written article discussing how Second Life is still relevant in 2020, with an active player base 17 years on from its inception in 2003.
https://t.co/OmfSOyCZxK
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In this day and age, it's important to teach students about cyberbullying and of the ethical implications that internet anonymity can bring about. One should always treat someone online the same as if that person were right in front of them. https://t.co/CSmTzf4fOI #Comm140V
Can you convince a diverse group of educators that online games are fun, but there are so many more benefits too?
Quick fun YouTube video in response to this, clearly highlights the benefits of curriculum based video games
https://t.co/cgSYPeobts
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While new and advanced forms of digital communications may save time, energy, and costs; it's important for consumers to be aware of the potential ethical risks involved when signing up to use these evolving technologies. https://t.co/qIVnMfOM3s #Comm140V
Minecraft is an extremely fun, engaging, and rewarding way to enhance a wide range of skills learned at school; from reading and writing to science, technology, engineering, and maths. https://t.co/lDZOdBw8GH #Comm140V
Amongst other benefits, virtual reality can be used to remove the distance between remote learners and allows them to feel connected by creating immersive and inclusive educational environments. #Comm140V
Does a picture really paint a thousand words? While images can be an informative and/or emotive accompaniment to the text we read, it's still a crucial task as an educator to promote the importance of literacy and to not let pictures do all the talking. #Comm140V
Research shows that there's a whole lot more to online gaming than just fun. Amongst other things, online gaming can encourage social skills, increase identity play, promote mastery, and advance personal growth. https://t.co/Qcd0szPpT5 #Comm140V
Personal Learning Networks support the idea of life-long learning by promoting collaborative thinking and connective understanding in a variety of engaging and accessible methods amongst like-minded peers. https://t.co/2fcRu86M0N #Comm140V
Every online activity, great or small, leaves a permanent trace. Anything posted in the past is discoverable and can have catastrophic or life-changing consequences on one’s future prospects. Your digital footprint is set in concrete, not sand! https://t.co/wUxv5O8Tsm #Comm140V
We rely on digital and communication technologies to stay connected with each other on any given day. In the midst of this current pandemic, our dependence on these technologies is increased even more in order to not feel so isolated
https://t.co/VcEQZh8Pzy #Comm140V
Becoming a reflective practitioner is a significant skill, as it increases self-awareness and allows one to apply newly gained perspectives into professional practice
https://t.co/8ZEI129Y5O #Comm140V
What makes a good game? Gameplay, story, art design, and challenge are four key elements to consider when it comes to developing high quality, engaging games. https://t.co/hQObs2DJHj #Comm140V
What are games? Not only are they entertaining, but they can also educate and aid in the development of valuable life and social skills such as problem-solving, hand-eye coordination, autonomy, and empathy for others. #Comm140V
Design education is a way to encourage creativity in students. It’s crucial to understand the creative design process in order to demonstrate how students can generate creative output and how teachers can advise students in the design process.
https://t.co/S8g9ekpZm3 #Comm140V
Is the final product more important than the design and production process? One could argue that the final product is more important to the consumer. But to the creator, the design and production process is what can determine a product’s success or failure. #Comm140V
As long as teachers are willing and actively committed participants, social media platforms such as Twitter can provide educators with valuable and innovative ways of collaborating, networking, and developing strategies for learning. https://t.co/E08E84iNUz #Comm140V
To tweet or not to tweet? Social media can be used as a secondary source of teaching and can be used to work towards shared goals between teachers and develop routines and practices, which can then be applied to classrooms in the real world. https://t.co/lkjA9aiBTj #Comm140V