Brainary Bundles

Distance Learning and Technology Pack

$349.95 inc GST $318.14 ex GST

Home schooling, remote or distance learning and leading requires educators to harness and implement the power of technology to transform learning in new and exciting ways. When done well, it creates deeper human connections in virtual settings.

 

The Distance Learning and Technology Pack includes:

 

Tasks Before Apps: Designing Rigorous Learning in a Tech-Rich Classroom – Knowing how to navigate technology wisely—how to communicate effectively on posts and message boards, locate credible information on search engines, and select efficient, cost-effective equipment—is essential for both teachers and students. Whether you are a novice or a veteran, teach kindergarten students or high school seniors, this book is an indispensable guide to furthering academic skills, social development, and digital aptitude in the classroom.

 

Demonstrating Student Mastery with Digital Badges and Portfolios – David Niguidula shows how students can meet standards and express their individuality through digital badges and portfolios. Building off an essential question—What do schools want their students to know and be able to do?—he then shows how schools can implement a proficiency-based approach to student learning that has been successfully field-tested

 

The i5 Approach: Lesson Planning That Teaches Thinking and Fosters Innovation – If the three r’s define education’s past, there are five i’s—information, images, interaction, inquiry, and innovation—that forecast its future, one in which students think for themselves, actively self-assess, and enthusiastically use technology to further their learning and contribute to the world.

What students need, but too often do not get, is deliberate instruction in the critical and creative thinking skills that make this vision possible.

 

Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students – Get to know gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best games feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, gently punish failure, and encourage risk-taking behaviour. Players feel challenged, but not overwhelmed.

In the classroom, a gamified lesson fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding.

 

Mobile Learning and STEM – A comprehensive collection of case studies that explore mobile learning’s support of STEM subjects and that utilize mobile technology to facilitate unique and effective K-12 teaching and learning experiences. In addition to its focus on STEM achievement for researchers, this volume is a resource for teachers working to implement mobile learning initiatives into their classrooms.

 

 

SKU: 150429 - 123 Category: Ages: 13-18 Language: English

Product overview

Home schooling, remote or distance learning and leading requires educators to harness and implement the power of technology to transform learning in new and exciting ways. When done well, it creates deeper human connections in virtual settings.

 

The Distance Learning and Technology Pack includes:

 

Tasks Before Apps: Designing Rigorous Learning in a Tech-Rich Classroom – Knowing how to navigate technology wisely—how to communicate effectively on posts and message boards, locate credible information on search engines, and select efficient, cost-effective equipment—is essential for both teachers and students. Whether you are a novice or a veteran, teach kindergarten students or high school seniors, this book is an indispensable guide to furthering academic skills, social development, and digital aptitude in the classroom.

 

Demonstrating Student Mastery with Digital Badges and Portfolios – David Niguidula shows how students can meet standards and express their individuality through digital badges and portfolios. Building off an essential question—What do schools want their students to know and be able to do?—he then shows how schools can implement a proficiency-based approach to student learning that has been successfully field-tested

 

The i5 Approach: Lesson Planning That Teaches Thinking and Fosters Innovation – If the three r’s define education’s past, there are five i’s—information, images, interaction, inquiry, and innovation—that forecast its future, one in which students think for themselves, actively self-assess, and enthusiastically use technology to further their learning and contribute to the world.

What students need, but too often do not get, is deliberate instruction in the critical and creative thinking skills that make this vision possible.

 

Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students – Get to know gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best games feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, gently punish failure, and encourage risk-taking behaviour. Players feel challenged, but not overwhelmed.

In the classroom, a gamified lesson fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding.

 

Mobile Learning and STEM – A comprehensive collection of case studies that explore mobile learning’s support of STEM subjects and that utilize mobile technology to facilitate unique and effective K-12 teaching and learning experiences. In addition to its focus on STEM achievement for researchers, this volume is a resource for teachers working to implement mobile learning initiatives into their classrooms.