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907 search results for 'Problem-solving' 'Serious Games' 'Research Activities' 'Digital Citizenship' : Publications in Profweb (832) | Skills in ICT Profile (32) | Resources in ICT Profile (25) | Pages in ICT Profile (17) | FAQ in ICT Profile (1)

Publications in Profweb (832)

Articles

Serious Games in College Education and Research – What’s Out There?

Published September 29, 2017  |  Multidisciplinary

Chantal Desrosiers Techno-pedagogical Advisor, MEES

In the fall of 2016, I attended the CIRTA Colloquium (Communauté pour l’innovation et la recherche sur les technologies dans l’enseignement/apprentissage) at Université Laval. One of the streams was devoted to digital game-based learning, in collaboration with the Serious Games Society. Here, I propose to address this topic in terms of possible benefits for the learner, while retracing a set of games available to colleagues across the college network

Articles

Useful Games to Solve Serious Problems

Published November 3, 2016  |  Multidisciplinary

Mélissa Philippe Project Manager, PEEC

In the digital era, several teaching and education establishments have taken the road of gaming as a way to convey knowledge. I took an interest in the developers who put forward games targeting underprivileged populations as a means to respond to diverse problems.

Articles

The College Network Is Getting Serious About Serious Gaming

Published September 28, 2015  |  Multidisciplinary

Ryan W. Moon Editor, Profweb

I believe it was Bill Shakespeare who said “All the world’s a stage and all the men and women merely players.” He may have been on to something, as the college network showed its playful side during the Serious Games Conference, held at Vanier College on August 7th, 2015.

Articles

Competence, Culture and Citizenship

Published March 30, 2016  | 

Benoit Bolduc AQPC Symposia Coordinator, AQPC

With 127 presentations in its program, the 2016 edition of the Association québécoise de pédagogie collégiale’s Symposium is once again shaping up to be the event of the year. It will be taking place at the Centre des congrès de Québec from June 8th to 10th, 2016. Educational Information and Communication Technologies will be on the menu to be sure, but the conference will more broadly be treating the theme of Competency, Culture and Citizenship, especially as it relates to digital citizenship.

Real Life Stories

Sharpening Problem-solving Skills for Architectural Practice

Published May 24, 2010  |  Building and Public Works Technology

Stéphane Gagné Teacher, Cégep du Vieux Montréal

Students develop their competence at solving architectural construction problems through the medium of a virtual office which provides an insight into the profession that they have chosen.

Articles

Competency, Culture and Citizenship. Call for Presentations for the 36th AQPC Symposium

Published November 16, 2015  |  Multidisciplinary

Benoit Bolduc AQPC Symposia Coordinator, AQPC

Are you implementing new methods of teaching and learning or experimenting with new tools (technological or otherwise) in order to help students to acquire their competencies? Are you designing activities to develop the discernment of your students or foster their participation as active members of society? Are you leading a research project or taking action to ensure the education of the ‘whole person’ within your program of studies, in your courses or as part of the services that you are providing to students? Are you seeking to understand the importance of physical attendance of students in a digital world, as much for their studies as for their citizenship? If so, we would like to hear from you at the 36th Annual Symposium of the Association québécoise de pédagogie collégiale (AQPC).

Featured Reports

Digital Presentations

Published December 8, 2015  |  Multidisciplinary

Profweb Editorial team, Profweb

For many teachers, their first foray towards integrating Information and Communication Technologies (ICTs) into their pedagogical practice comes through the use of digital presentation software (such as Microsoft PowerPoint) as a visual support for their lectures. Nowadays, these digital slideshows are undoubtedly the most common technology in college-level classrooms. This tool has become the norm and teachers who do not use it are becoming few and far between. Presentation software such as PowerPoint, Apple Keynote, LibreOffice Impress and Prezi all have interesting features (with the last two being freely available over the Internet). That said, they also contain shortcomings and traps that should be avoided. This in-depth report presents various uses of presentation software in class along with tips and advice for using slideshows within an educational context.

Real Life Stories

Game Thinking as a Strategy to Promote Deep Learning in Any Field

Published November 20, 2017  | 

Andy Van Drom Editor, Profweb

While observing my students in Cégep Limoilou’s Video Game Design program, I noticed their ability to mobilize a specific skill set comprising critical analysis, problem solving and creativity. As I built the generic course plan for a new course, English for Video Game Design II, I included a gamification project to specifically hone these skills, often referred to as game thinking. After testing this approach with my students in the fall 2017 term, I am convinced it can benefit students in virtually any program.

Featured Reports

Classroom Management in the Digital Era (Part 1): Balancing Consistency and Tolerance

Published January 15, 2018  |  Multidisciplinary

Jean-Luc Trussart Educational Advisor, Cégep régional de Lanaudière - L'Assomption

What should teachers do with smartphones, tablets and computers in their class? Is it more sensible to ban them, manage their use or integrate them into learning activities? For many teachers, the omnipresence of mobile devices raises questions about how to react when faced with potential distractions. Many teachers wonder whether they should intervene - and how. Regardless of your level of experience in teaching, it can be interesting to explore different strategies in order to ensure a certain consistency between your pedagogical practice and your classroom management style.

Articles

Plan for Success: Base Digital Lesson Plans on the Principles of Video Game Design

Published May 10, 2018  |  Multidisciplinary

Susan MacNeil Editor, Profweb

According to some statistics around 20% of the world’s population play video games. What are the characteristics of video games, such as Angry BirdsMinecraftCandy Crush or World of Warcraft that make them so addictive? Can their design principles be applied to education? Can we, as teachers, create digital lessons that students will “play” (or do) again and again practicing and improving with each attempt?

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Real Life Stories

Published August 24, 2014

Meeting Students Where They’re At!

Becki George Teacher, Northland College
Kelly La Venture Teacher, Bemidji State University

Kelly La Venture and Becki George of Northland College Wisconsin presented a workshop on hybrid instruction at the recent Canadian International Conference on Education (CICE) at Cape Breton University in Sydney, Nova Scotia from June 16-19, 2014. After their workshop, in conversation with Profweb’s Norm Spatz, they elaborated on their motivation for creating and teaching hybrid classes. Kelly’s and Becki’s remarks are testimonials that providing flexible learning approaches builds contentment among students – helping Quebec college students master ICT profile skills.

Multidisciplinary

Articles

Published January 18, 2018

3 Platforms to Create Video-Based Tasks that Actively Engage Students

Andy Van Drom Editor, Profweb

In 2018, cell phones, tablets and computers combined with free applications or software give us the ability to create high quality video and broadcast it within moments. The internet gives us access to vast free video resources. Yet in spite of these technological innovations, students still consume digital media mostly passively in classroom settings. Three free online platforms allow you to create different types of video-based tasks that engage your students more actively.

Multidisciplinary

Featured Reports

Published September 3, 2018

Active Learning

Jean Desjardins Learning Technology Advisor, Collège Sainte-Anne
Isabelle Senécal Director of Teaching, of Pedagogical Innovation and of International Development, Collège Sainte-Anne

The active learning methods have in common of placing the students in the middle of the learning process. Their teachers can then also think about giving them a role in the planning of the evaluation. Active learning is inspired by real-life contexts that are meaningful for the students, which can increase their level of motivation for the tasks that are suggested to them. It encourages durable learnings rather than using only their short-term memory.

Multidisciplinary

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