Educational Games can provide great benefits
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Educational games have the potential to help a child develop their learning skills.
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Educational games have the potential to help a child develop their learning skills.
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What are the top 10 tips for online safety?
Children’s internet use is at record high levels. On average, 5 to 15 year olds spend 15 hours a week online. Access to the internet is at an all time high, with almost 50% of 5 to 15 year olds have their own tablet.
But with the knowledge and social benefits that increased technology promotes, it also carries increased risk.
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Your computer science student sits in front of you and asks that ominous question – “where next?”.
While some subjects are an unnatural fit for many careers, you’re going to have good news for this particular student.
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The changes to the computing curriculum may well have been lost in the middle of some fairly large scale reform over the last year or so, but will impact learning in many subjects according to those in the know.
The idea of teaching coding is incredibly daunting to those who may have just about grasped how to play Candy Crush on their phone, but is really a question of teaching strategy, logic and thinking – ideas which all educators can see are relevant across the spectrum of subjects.
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Technology in 2015 offers a number of ways to be a motivational teaching aid. It’s a very flexible and customisable tool and can provide incredibly varied ways to expand learning experiences.
The testing of knowledge and understanding of what has taken place in a lesson can be achieved through a good mix of written and verbal feedback, question and answer sessions, written or verbal tests or self-reflective activities and projects such as diaries. Technology adds another layer to be able to assess the levels of understanding and can provide very personalised results.
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The use of tablets in schools is currently at its highest ever level, with no sign of a downturn.
Technology charity Tablets for Schools has recently released the results of a study examining the use of the hardware in both primary and secondary sectors. The figures show that of the 671 schools sampled, tablets are in use to some degree in 68% of primary schools and 69% of secondary schools.
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For many classroom situations, students producing a phone in a lesson is obviously not required and shows that they are not engaging in the lesson itself. However, there are a number of benefits to asking them to ‘Bring Your Own Device’ (BYOD) as a way of accessing learning information and to be used as tools for engagement and increased technology awareness.
More and more schools and colleges are now setting up dedicated IT provisions so student devices will connect to the in-house network.
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Digital literacy is now a cornerstone key skill for many careers and there is a growing impetus for it to be recognised as being as important as being able to read and write to a level where it felt that it is a comprehensively gained life skill.
In the past, digital literacy was known generically as ICT and was originally untested. It did not sit alongside the core subjects of English, maths and science and was often based around learning packages such as Microsoft Office or activities which included internet browsing or gaming.
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Whilst every year the media applauds those who attain incredible achievements with their GCSE or A level exams, there are many students left in the shadows who are unable to even dream of attaining similar success or may not be interested in attending school.
For many who fall into this category, a disadvantaged background is almost certainly a key element in the issue, there those who require assistance to learn even the most basic literacy and numeracy skills and there are those who become bored because they don’t feel challenged.
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