Educational Technology

10 Principles of Effective Games to Make School a Better Learning Environment

Gameful learning isn’t about playing educational games; instead, it’s about creating a highly motivating and engaging learning environment by implementing proven game design elements into a course structure. With gamified learning, students are challenged and motivated to construct knowledge that goes far beyond the basics of an educational game.

Global Experiments

With millions of teachers and students facing remote-learning because of COVID-19, a global experiment may be a great way to engage students at home.

Seeing Chemistry in a Different Light—FLIR Thermal Cameras in the Classroom

Before trying to use a piece of equipment, it’s worthwhile to have a basic understanding of how it works. To put it simply, FLIR cameras primarily deal with the infrared part of the EMR spectrum. The camera detects infrared energy and converts it into an electrical signal, which is then processed to produce a thermal image on a video monitor. 

Cognitive Load and Active Learning

A couple of days ago on Twitter, the ever-lasting debate between lecture and active learning reignited due to some talks at an Educational Research Conference held in Dublin. These talks stated direct guidance (which includes lecture) was superior in terms of student learning due its reduction of students’ cognitive load. The main citation used for this argument was an article by Kirschner, Sweller, and Clark published in 2006. So, let’s dive into what this article says.

Flipped Classroom: A Framework for In-Class Activities

The flipped-classroom approach to education is undoubtedly popular, with consistent growth in the number of related books, conference sessions, and educator network memberships. Although active-learning may not be any more beneficial in a flipped classroom compared to a traditional classroom, it is clear that a flipped class can increase the frequency of active-learning opportunities.

Practical Classroom Implementations for Critical Pedagogy

Once one knows about Critical Pedagogy (with respect to Critical Thinking, as was covered in the ), how is that knowledge used? Can strategies be implemented that embrace Critical Pedagogy while not sacrificing content coverage? What are some ways to build criticality in students while maintaining expected requirements for classroom rigor?

Critical Thinking vs. Critical Pedagogy

I recently participated in a conference known as the Digital Pedagogy Lab as a fellow, which required leading a workshop (or an equivalent). I chose to structure my workshop around the ideas of critical pedagogy and STEM, and particularly how we use these ideas in a practical way in the classroom (both F2F (face-to-face) and DL (distance learning)). This blog will be one of a two-part series on these topics.