Gamification K-12

Apps for kids

Two resources of interest on apps for kids:
– this great article from MindShift: Apps That Rise to the Top: Tested and Approved By Teachers (this is a radio station in California that has an education K-12 blog)
– Also, see the Edululu website, from the great people at TFO, the French-language public broadcaster in Ontario, the most populous province of Canada.

Information literacy K-12

Digital natives and digital nots

A great video from PBS’s Idea Channel taking a more critical view at “digital natives” a meme coined by Mark Prensky during the turn of the century:


This being said, Prensky later coined the phrase “digital wisdom”

Here is the comment I left on the PBS Idea Channel’s page for this video:

Having been a librarian at Concordia University for over a decade, I have spent my entire career with what some would call “digital natives” but, and I must stress this, my office is often the scene of a young learner “coming out” quite emotionally about their lack of knowledge of digital technologies. I have taught research skills to over 10000 undergrads so far and I hope to reach a few orders of magnitude more. I have found a shift in how students approach researching – perhaps they are better at manipulating a mouse – but the underlying issue of ignorance of how information is created, spread and used is still a dire impediment to many. Thank you for highlighting how a catchy meme may ring false upon further consideration.

Gamification K-12

Gamification in France – la “ludification”

The French blog OWNI proposes an interesting summary of the state of gamification in schools ( in French, bien sûr).

This post starts off with a mention of the report, submitted on April 3rd, by a member of parliament, Yvelines Jean-Michel Fourgous, called “Apprendre autrement à l’ère du numérique” – note that gamification in French is “ludification” – this kind of detail is important to this Montrealer 😉

This same MP (Jean-Michel Fourgous) penned a report 2 years ago entitled “Réussir l’école numérique” calling for an increase in computers in classrooms.

Also mentioned is the BBC game Angler, where a robot traverses a digital universe based on a player’s understanding of geometry, as well as the US-based schools Quest to Learn and finally the consultancy Ludoscience