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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Schools, just like every other sector of society, are using more technology than ever before.
In 2015, official government statistics found that schools in the UK spend more than £900m on educational technology each year.
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Social media is here and there’s no getting away from it. While it will necessarily evolve in future years, there is little doubt that social communication online is here to stay.
The question for teachers and school leaders is how to integrate that into the curriculum and, indeed, whether it should be integrated into it at all.
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Technology that improves the learning experience and enhances teaching methods is already utilised widely across the UK and beyond.
However, technology isn’t solely confined to assisting academic achievement – it can also be used in various ways to improve behaviour.
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Modern students spend a lot of time online. In particular, they spend a lot of time on social media. For some teachers, this can be frustrating, hindering their attempts to persuade pupils to engage with homework and content beyond the classroom.
Here are a few ideas you could use to get social media working for you and your class.
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The majority of schools now have in place safeguarding rules for acceptable behaviour and teacher-student interaction on social media.
These focus on the safety and security of the children but sometimes don’t cover in as much detail what teachers should do to ensure that their own online interaction (even with friends and family) does not conflict with school policies.
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With the average school now managing multiple accounts, social media has probably been a key part of your school’s marketing and communication strategy for some time.
Whilst most users of social media understand how to use their chosen networks to communicate, not all schools use social media well, especially if there is no-one with relevant marketing experience available.
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You may have heard the news. Apparently handwriting is soon to become obsolete.
However, for those of us who are dedicated to the idea of writing being indispensable, comfort can be taken in the fact that the death of writing (and reading) was discussed as early as 1987 and then promptly rejected by commentators.
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Make no mistake – the game-based learning (GBL) market is doing a roaring trade. Global revenues hit $2.6 billion this year, reports the Serious Play Conference, and are expected to reach a mind-boggling $7.3 billion by 2021. Key consumers are today’s schoolchildren; the first true generation of digital natives.
Do you know your GBL from your gamification, and how to get up to speed with the latest developments?
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