Archive: 2016
5 Reasons To Take Time Out of the Classroom
By: Sam Nelson. Since I plan and experience a wide range of excursions around the world with many different students, I am often asked how we justify taking valuable time out of the classroom. Here are five reasons I feel it's important to do so.
Designing Successful Gamification Practices in Higher Education
By: Bob Hand. Successful gamification involves introducing elements of games into rigorous academic lesson planning—but merely introducing games into the classroom is not necessarily an effective approach to gamification.
Getting Smart Podcast | Stanford CTO Provokes Good Questions Online (and Off)
In this podcast, Paul Kim, CTO and Assistant Dean at the Stanford University Graduate School of Education, chats with Tom about the importance of asking good questions and the future of learning in a world of AI and smart machines.
The Trifecta: A Triple-Threat Interactive Learning Structure
By: John Hardison. “The Trifecta” guides student teams through three rigorous rounds that demand participation, upper-level thinking skills and creativity. See videos of the program in action here.