In addition to the file linked above, Leslie created a website that offers even more. It is found at: http://pedagogylevelup.weebly.com/
"Career Games:
I decided to investigate existing career education games first as I felt this would provide an
easy win in terms of engagement and would be relatively easy to include in delivery of a
blended career education programme. My search was to include both mobile apps and
computer based games to evaluate what the current landscape was like across a broad
spectrum of computational devices. Ideally, the games to be used need to be available
across all popular consumption platforms, so would typically be browser and web app
based."
Erin Borsoff's "Mobile Tracker"
"Solution:
I want to create an idea for an app that can help students leverage their time by creating an
interactive timeline/schedule planner/tracker that keeps students focussed on leaning in their
online courses. The life skills that are learned from proper time-management, goal setting and
follow-through are invaluable to all aspects of life. “Students learn across both time and space
and move from topic to topic” (Richards, 2013). For students to have the ability to control their
own time and decide on time/place of their learning with a mobile element- creates better
engagement and motivation to complete their course."
Carla, Danica and Gina looked into whether blended learning that uses mobile devices can meet the learning needs of all learners. This was a lit review/app resource list that was aimed at the Primary age group.
Guiding focus for Inquiry: An element of Medicine Hat Public School District’s (MHPSD) Optimal Learning Environment
framework (OLE) focuses on leveraging digital to promote, extend, and deepen student learning. This inquiry explores
Classcraft as a way to gamify learning, focusing on grade 4 Curriculum, and aims to reinforce the importance of digital
learning as part of the OLE as well as explore ways that technology - specifically gamification - benefits students and
teachers, both in and out of the classroom
Nikki Thomson did a lit review on the use of gamification and an online course.