An integral part of teaching is knowledge evaluation. Every educator knows it. And this process doesn’t only include final test assessment. Before finals, you need to periodically evaluate your students and ensure that they have a clear understanding of what they’re currently learning.
Technology is just a tool. In terms of getting the kids working together and motivating them, the teacher is the most important. Bill Gates
In her final episode of her talk show, Oprah Winfrey took time to honor Mrs. Duncan, her fourth grade teacher, whom Oprah credited as her first “validator”: “For the first time, I wasn’t afraid to be smart, and she often stayed after school to work with me.”
Plagiarism is a negative phenomenon, however, it is a widespread problem. In the arts, plagiarism often shows up under different names and terms, such as intermediality, synthesis of arts, fusion of arts, copying, and adaptation.
One of the earliest forms of communication in youngsters is the recollection of something that happened. It may be encouraged out of them with a simple “Tell me what happened,” or put to the imagination with, “What do you think will happen next?”.
Today, we’re talking to Mark Barnes, a veteran teacher, speaker, writer and publisher of Brilliant of Insane. Mark is the author of five education books, and co-author of Hacking Education: 10 Quick Fixes for Every School. He also recently created and directs Hack Learning Academy. Isn’t that remarkable?
What is plagiarism? Plagiarism is a complex phenomenon that is present all over the world in different forms and formats. Some forms of plagiarism are obvious and some are not, but are just as wrong. Some cases of plagiarism may not be considered scientific misconduct, but are unethical in nature.
Five years ago, “gamification” was the hottest buzzword in marketing and e-commerce. Retailers were encouraged to incorporate game-like structures, such as consumer competition, scoreboards, and prizes into their product strategy to manifest an increase in conversion rate and a spike in return rates and customer loyalty. Gaming was a “new” way to attract customers to shop again and again by utilizing components most of us grew up with playing board games (or on the original game consoles like Atari and Nintendo). Online start-ups like ModCloth.com used gamification strategy to launch features like Be the Buyer where customers can vote and comment on clothing samples in order to put them into production, a unique concept relying on gaming elements that helped grow ModCloth’s business to $100 million a year.
How long ago do you think the idea of a traditional classroom conjured up images of the one-room schoolhouse on the prairie? Or the struggling classroom was the overcrowded inner-city concrete room where broken down old textbooks were shared and student engagement was more like mayhem? Or the innovative classroom where siblings gathered around a radio broadcast coming to the remote Australian outback and assignments were delivered by airplane?