«Curve», ένα δωρεάν ηλεκτρονικό παιχνίδι για τυφλά παιδιά

Από το ιστολόγιο του Νίκου Δημητρίου (δείτε εδώ το πλήρες άρθρο).

Το παιχνίδι έχει εκπαιδευτικό χαρακτήρα και συνδυάζει τις ικανότητες και τις δεξιότητες που αναπτύχθηκαν στα δύο προηγούμενα παιχνίδια του προγράμματος «Tic Tac Toe» και «Tennis», ώστε να μεταφέρει τυπικές οπτικές εκπαιδευτικές διαδικασίες στον ακουστικό χώρο.

To Curve συνδυάζει τη μουσική, τις νότες του πενταγράμμου με τις μαθηματικές συναρτήσεις. Όπως και στην τρίλιζα, τα παιδιά κάνουν χρήση των βασικών πλήκτρων του H/Y, μιας και πρέπει να «ακούσουν» τη γραφική παράσταση μίας συνάρτησης εκφρασμένη με νότες και, στη συνέχεια, πρέπει να την επαναλάβουν, πριν τα προλάβει το χρονόμετρο. Με τον τρόπο αυτό, αποκτούν αίσθηση της γραφικής παράστασης με τη βοήθεια του ήχου.


Digital Games And Kids- A Different Perspective

I can’t meet a single parent these days who does not that my kid  is glued to the mobile/laptop screen always. I sail in the same boat. And frankly, I don’t think we can evade this evil. So I found out something about this situation.

The “Wikipedia problem” which means children turning to internet for readymade answers is the new age phenomenon baffling teachers and mentors globally. There are almost equal numbers of teachers who consider technology to be a solution as much as a problem. While a common belief is that technology is hindering the students’ capacity to think and analyze, there is also a strong opinion in favor of video games and digital gadgets ability to engage students and enhance learning by using more than one sensory stimulators. In spite of the growing concern about the students’ deteriorating attention spans, institutions are incorporating digital games in the process of classroom learning.

Children are inherently inquisitive creatures. They have a curiosity to discover new things and learn by way of discovering and experimenting even before they are subjected to methods of formal education such as reading or writing. Science is a discipline of experiments and discoveries. The National Science Education Standards emphasize that “science education needs to give students three kinds of scientific skills and understandings. Students need to learn the principles and concepts of science, acquire the reasoning and procedural skills of scientists, and understand the nature of science as a particular form of human endeavor. Students therefore need to be able to devise and carry out investigations that test their ideas, and they need to understand why such investigations are uniquely powerful. Studies show that students are much more likely to understand and retain the concepts that they have learned this way “. Hence, it becomes imperative to engage children in science education at an early stage.

Digital games are more capable to gain students’ interests and attention than other conventional means of imparting education in a classroom. However, some educationists also regard them as culprits of exponential decline in the attention span in children. The next sections in this article discuss the involvement of children in games in the tech age, types of games available in the market and the impact of digital gaming as learning aids in classrooms.

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Coding bootcamps are replacing computer science degrees

In recent years, a growing number of coding boot camps have helped address the large gap between available software engineering positions and qualified candidates to fill them. Coding bootcamps have been so successful that observers have wondered whether these programs are beginning to replace traditional college computer science degrees. For example, Aaron Skonnard, the CEO of Pluralsight, argues in Edtech’s Next Big Disruption Is The College Degree that college degrees will be replaced by “a new array of modern credentials that are currently gaining mainstream traction as viable measures of learning, ability and accomplishment.”

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