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Discover the immersive “Le retour du hibou maléfique” project at La Tuque High School, where students create a video game and epic story in French as a second language class. Embrace creativity and engaging learning experiences beyond traditional boundaries.
- Volume 3 – issue 3
In this article, the author explores the different scaffolds that teachers can use during game-based learning and how these strategies can enhance student engagement and learning outcomes.
- Volume 3 – issue 2
Imagine if all girls reached adulthood with strong coding and entrepreneurship skills. In a world where technology and business are increasingly converging, this would certainly have the potential to reduce the gender gap in these fields. However, for this to happen, girls need access to inspiring and accomplished female role models to guide them in their professional ambitions.
- Volume 3 – issue 3
Discover how teachers can help students become “future ready” for a changing workforce by developing skills like creativity, communication, adaptability, and innovation. Read more to learn 10 ways educators can prepare students for the future.
- Volume 3 – issue 3
Specialist Yu-Kai Chou, a leader in the field of gamification, has developed a framework for gamification called Octalysis, based on eight drivers of human motivation. Here they are.
- Volume 3 – issue 2