Digital+Learning


 * Key Topics: **
 * === Unique capabilities .............. === || === Learning apps ............ === || === Web-based Simulations .............. === || === Rating interactive tools === ||


 * Technology possesses UNIQUE capabilities for compelling learning. **

__** 2. What apps do you use? **__

Educational uses of twitter and other apps: Bob, Amanda, Jennie

Opener: listing what apps students are using;

who uses Twitter and for what? Activity: using smart phones and iPads, people preview apps for teaching: Closer:

http://www.apple.com/ipad/videos/#play-guided-tours-ads

3. Using technology for compelling learning in every curriculum! Activity:

Edheads: Activate Your Mind

Stem Cell Replacement

[]

Virtual Hip Replacement

[] Privacy Playground: The First Adventure of the Three CyberPigs

[] Allies and Aliens

[] Nobel Prize Related Games

[] [] icivics

[] Stop Disasters Environmental Simulator

@http://www.stopdisastersgame.org/en/home.html

**Web-based Simulations and Serious Games for Learning**


 * For reviews of games, see the website, [|Playing History] **
 * See teacher J [|eremiah McCall's blog for background on using simulation games in history classrooms] **


 * [|iCivics] features games that explore the rights of individuals in American society; former Supreme Court Justice Sandra Day O'Connor is one of the organizers of this initiative.
 * [|Free Rice] gives 10 grains of rice to the UN World Food Programme for every correct answer to questions.
 * [|Food Force: The First Humanitarian Video Game] from the UN World Food Programme teaches about the challenges of delivering food during times of war and crisis.
 * [|Stop Disasters!] is a series of disaster and crisis prevention games from the International Strategy for Disaster Reduction.
 * [|The Road to the Capitol] puts students in the role of a candidate running for election to Congress.
 * [|Nobel Peace Prize-Related Games] has simulations based on the work of Nobel Peace Prize winners; part of a larger site on Nobel Prize games. [|Trade Ruler] offers a simulation of economic relationships between nations.
 * [|Trade Ruler: The Heckscher-Ohlin Trade Theory] from the Nobel Prize game site illustrates economic relationships between different countries.
 * [|Muck and Brass] and [|Who Wants to be a Cotton Millionaire?] from the BBC show conditions in cities during the early Industrial Revolution.
 * [|1066] puts individuals or groups in the Battle of Hastings.
 * [|Inca Investigation] explores the culture and society that stretched for more than 3000 miles along the west coast of South America.
 * [|Energyville] from Chevron asks players to control the energy resources of a virtual city.
 * [|Who Wants to Live a Million Years?] is a game based on Charles Darwin's theory of natural selection.
 * [|High Tea] puts players in the role of a 19th century British smuggler in China exchanging opium for silver to trade for tea.
 * [|History Simulations] features recreations of World War I, World War II and the Cold War by a high school teacher in Iowa.
 * [|Peanuts and Crackerjacks: The Economics of Pro Sports Teams] from the Federal Reserve Bank of Boston.
 * [|Play the Election] and other resources from Rand McNally.
 * [|Spent], asks players to assume the role of a single parent and manage a month of expenses on a limited income.