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GMT tonight to join in on the conversation!
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- What games (tech or non-tech) do you use in lessons, and what impact do they have on learning?
- What are the key elements of gaming which make them invaluable to use in the classroom?
- How can tech/non-tech gaming help us differentiate learning?
- How is it possible to measure any added-value and skills gained through gaming?
- What non-educational games can you use for educational purposes? Any examples of impact/engagement?
- Finally, let’s focus on technological gaming. How can educators tap into the fascination shown by pupils?