Worth Sharing: The 2016 Dean’s List: EdTech’s 50 Must-Read Higher Ed IT Blogs | EdTech Magazine

Approximate Reading Time: < 1 minuteBlogging about the hottest education technology issues, these admin all-stars, IT gurus, education community experts and classroom leaders have proven their worth to their peers. Source: The 2016 Dean’s List: EdTech’s 50 Must-Read Higher Ed IT Blogs | EdTech Magazine … Continue reading →

Worth Sharing: The Crusade Against Multiple Regression Analysis | Edge.org

Approximate Reading Time: < 1 minuteA Good Read There’s a certain cargo cult associated with these sorts of correlations. If there are more than 3 or 4 variables that have an influence on something, we very quickly lose our ability to say anything meaningful about … Continue reading →

Doodling in Class to Help Attention.

Approximate Reading Time: 2 minutesLet your students doodle in class. Encourage them to doodle in class. You might be surprised at the result. I have a one-hour commute to and from school, and lately I’ve been listening to the radio (CBC) rather than music. I … Continue reading →

Gamification 101[21]: Reaching Out to My Students

Approximate Reading Time: < 1 minuteThis is the continuing saga of my current iteration of a gamified course (#21). In a previous post I said I would send out personal emails to all my students, telling them how they are doing and what they need to do to … Continue reading →

Gamification 101[20]: Bona Fide Criterion-Referenced Assessment

Approximate Reading Time: 4 minutesIf we really intend to assess people according to described criteria, and if we really want to let go of the simpler time-referenced assessment, then we should be willing to accept evidence created by our students regardless of when, where, or why it was created, right?

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Games You Can’t Win – Online First – Springer

Approximate Reading Time: < 1 minuteDana Ruggiero, Katrin Becker Abstract A common notion in games for learning is that the player must win the game. But is it always necessary for the player to win in order to ‘get’ the message that the game is trying to … Continue reading →

Call for Participation: CAUCE-CNIE Waterloo 2016 | Target: Education 3.0 – Possibilities at the Nexus of Pedagogy, Technology, and Access

Approximate Reading Time: < 1 minuteJoin colleagues from Canada and around the world for the annual CAUCE-CNIE conference as we explore the shifting directions for the future of education. Waterloo, in the heart of Canada’s Technology Triangle, will be the place to be in 2016 … Continue reading →

Competency-Based Assessment: Everything Old is New Again

Approximate Reading Time: < 1 minuteLike I’ve said before, much of gamification really isn’t new at all. This is an example. Competency-based assessment is one of the corner-stones of my gamified designs, along with giving students access to almost all of the assignments at the … Continue reading →