Biology entire year curriculum which allows students to develop their own driving …
Biology entire year curriculum which allows students to develop their own driving questions which address NGSS standards and will lead them through their learning via collaborative groups of peers. There are six different storylines that cover a year long high school Biology course. The activities are designed for all students and are culturally-responsive. The lesson plans are free for educators, and the materials required are designed to be economically feasible for all students and school's with limited resources. There is also a Facebook working group called Illinois Biology Storylines Group which is also very beneficial for educators to share information about activities.
This document outlines what teachers are expected to be implementing for Reading …
This document outlines what teachers are expected to be implementing for Reading Workshop in phases over the course of three years. This way we have a focus each year to roll out Units of Study for Reading with success while not overwhelming teachers.
The Play Make Learn Conference is a place for collaboration and discovery …
The Play Make Learn Conference is a place for collaboration and discovery in the design, research and practice of playful learning, games for learning and positive social impact, making and makerspaces, STEAM education, and arts in education. PML creates an inspirational space for preK-12 educators, designers, developers, innovators, librarians, museum professionals, makers, and researchers to tinker together, share knowledge, and celebrate one another’s work.
This 2014 thesis aims to explore how video games have become an …
This 2014 thesis aims to explore how video games have become an extremely beneficial tool in regards to education, art, medicine, psychology, economics, and beyond. Chapter 1 focuses on how ubiquitous video games have become in America, and what makes video games such a uniquely enjoyable experience to warrant such popularity. Chapter 2 explores how video games have become instrumental in various fields. Chapter 3 discusses the role that video games now play in the world of education; specifically how we, as educators, must adapt a modern pedagogy best suited to students who have grown up with video games, which have influenced how they learn. This is the thesis’ primary contention and purpose. Chapter 4 dissects the two most studied controversies which surround video games as a medium: video game violence and video game addiction.
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