A Mistake is a Door to Discovery

This is the 5th part of a series.

The 1st part begins with this question – There’s a lot of talk about how we should “celebrate” and “encourage” mistakes and failures.  How can teachers do that in the most effective way?

Click here to start at the beginning with this question

Click here to read the 5th part


Use Pokemon GO as a Learning Tool

Less than a week after its release in the U.S., Pokemon Go was the most popular mobile game in U.S. history with over 21 million active daily users. If educators can capture kids’ passion for the game, imagine the learning and engagement we can create. Here are 14 ways you can use the augmented reality game to promote and build excitement about your school and drive learning for students.

Read this new article from ISTE. Click here.

Why Instructional Design Must Focus on Learning Outcomes and Not Learning Activities

As edtech expert, Tony Vincent, would say, “Date the tool, but marry the ability.” There will always be multiple edtech tools, programs, and products that provide similar principle functions to support student engagement. However, to achieve engagement that exceeds the element of surprise or novelty, which is often necessary as an instructional “hooking” tool, it is imperative that we place the brunt of our instructional design efforts towards building thinking skills and cognitive growth within students.

Click here to read the whole article.