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PRACTICAL ED TECH HANDBOOK

In The Practical Ed Tech Handbook you will find resources arranged in different categories: communication with students and parents, web search strategies, digital citizenship, video creation, audio production, backchannels and informal assessment, and digital portfolios.
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Educandy: create interactive learning games

All you need is to enter the vocabulary or questions and answers and Educandy turns your content into different interactive activities. Once you have created an activity, a unique code is generated. Simply share that code with your students so they can play the game on their own device. Or you can embed the game into your own website. Students can also play the games you have created on their own device by visiting the Educandy website or downloading the Educandy app on their tablet. The games can also be played on the interactive whiteboard. We created our own activities! To play them use these codes on this site. Euge : The city! (2d5b)   Verb list   (2d5e)  Frankenstein  (2d60) Noe : Clothes  (27be)    Halloween  (2d62)

Education in "educational" apps

During the previous classes we`ve been discussing the importance of active and egaging learning via TV and educational apps. How can we as teachers make the most to put of this new tools? Click here to read the article. We made focus on the “ “minds - on” learning in television” section of the article. We’ve formulated some questions, can you answer them?  Here they are : 1- When do children learn best? Why do you think the title says "leaning in television" ? 2- What is Attentional Inertia? 3- Which aspects of a program may attracted children to stay engaged? 4- Can children learn from TV shows then? What´s the professionals opinion? And yours? Click here to see the answers .

New Framework to Identify ‘Educational’ Apps

Researchers found that the vast majority of educational apps are untested and unregulated, and there is no clear rating system to determine how truly effective the app is as an educational tool.  Although several groups have compiled helpful lists of apps that they consider to be educational, there is no standardized tool to evaluate apps educational value. Hirsh-Pasek and her colleagues use data from years of research on the science of learning to create four principles, or pillars, that provide a new basis from which to evaluate existing “wave one” apps, and from which to develop new “wave two” apps. The four pillars of learning put forth by the researchers are: active involvement, engagement with learning materials, meaningful experiences and social interaction. Find more information here .

Information and Communications Technology (TICs)

The use of ICTs in educational environments has been incorporated in the curriculum design.  It starts on page 31 (Spanish).

GENIAL.LY: create fully interactive and dynamic slide presentations

Genial.ly makes it possible to create fully interactive and dynamic slide presentations, infographics, posters, digital magazines, surveys, postcards, microsites and catalogues. Any kind of digital resource can be created with Genial.ly, easily and for free, and with interactivity, dynamism and performance measurement as distinctive elements. According to its developers, Genial.ly intends to make easier the production of appealing resources that will stick out before the huge current amount of contents, and to be a tool used to teach or communicate efficiently. The multidisciplinary crew of this startup located in Cordoba, in the South of Spain, is formed by designers, programmers, developers, biologists, journalists, publicists and engineers. Our own Genial.lys: Jean Austen: Life and Works https://view.genial.ly/5d6c330a6e51fb0fe249f21e/presentation-jane-austen Pride and Prejudice: Courtship, Marriage and Social Class. https://view.genial.ly/5d6e71680355470fc73a097e/

Apps to use in your classroom

ChatterPix Kids : It is a free app, where students can create talking pictures. It is a photo-editing app through which children can change their photos into moving, talking messages. Students open the app, snap a picture or import it, draw a mouth on it and then record themselves talking for up to thirty seconds. It was created by Duck Duck Moose. It encourages kids to explore and learn in a safe and fun environment. They work with educators and do lots of play-testing with kids to ensure the apps are frustration free for little fingers and full of whimsy and wonder for all to enjoy. Children can make objects, people, animals, characters, drawings to talk by creating recordings. It can be useful for children that feel ashamed of speaking. It encourages communicative skills. Communicative tasks can be asked by teachers for children who will have fun and will be encouraged to develop speaking skills. Socrative :   Created in 2011 by the MIT in the States. The main aim was t