The K-12 Educational Technology Handbook
Acknowledgements
Author List
Part 1. Foundations
1.1. Technology Integration
1.2. Connectivism
1.3. Lifelong Learning
1.4. Information Literacy
Part 2. Classroom Applications
2.1. Blogging
2.2. Coding
2.3. Computational Thinking
2.4. English Language Learning
2.5. Foreign Language Teaching, Part 1
2.6. Foreign Language Teaching, Part 2
2.7. Gamification
2.8. iPad Learning Centers
2.9. Open Educational Resources
2.10. STEAM Mindset
Part 3. Legal, Ethical, and Socially-Responsible Use
3.1. Copyright and Open Licensing
3.2. Digital Equity
3.3. Online Professionalism
3.4. Online Safety
3.5. Universal Design for Learning
Glossary of Terms
Index of Topics
Close
Images
References
Abstracts
Download
Endorsements
Front Matter
Search
Summaries
Sign in
Close
Search
Choose a Sign-in Option
Tools and Settings
Abstracts
Download
Endorsements
Front Matter
Search
Summaries
Content
Acknowledgements
Author List
Foundations
Technology Integration
Connectivism
Lifelong Learning
Information Literacy
Classroom Applications
Blogging
Coding
Computational Thinking
English Language Learning
Foreign Language Teaching, Part 1
Foreign Language Teaching, Part 2
Gamification
iPad Learning Centers
Open Educational Resources
STEAM Mindset
Legal, Ethical, and Socially-Responsible Use
Copyright and Open Licensing
Digital Equity
Online Professionalism
Online Safety
Universal Design for Learning
Glossary of Terms
Index of Topics
Search within this publication
Search the entire site
Questions and Tasks
Download the publication as a PDF.
Endorse this publication.
Read a summary of all chapters.
Search within this book's content.
Submit your own content to the publication.
Close
Search
Search
2.1. Blogging
… more, which will help build some
Motivation
to write. Move around the classroom,…
2.3. Computational Thinking
… improvement in student engagement,
Motivation
, confidence, problem-solving, communication,…
2.7. Gamification
… classroom, in order to increase
Motivation
and attention on a task (Deterding et…
… that students would have no real
Motivation
to try risky or challenging assignments…
… they may diminish the intrinsic
Motivation
of students on other assignments (Hanus…
… longitudinal study on intrinsic
Motivation
, social comparison, satisfaction, effort,…
… & Przybylski, A. (2006). The
Motivation
al pull of video games: A self-determination…
2.10. STEAM Mindset
… curriculum. STEAM is a mindset of Self-
Motivation
, Thinking, Energizing, Adventure,…
… outward, to motivate and to look for
Motivation
, to absorb learning, make learning,…
3.5. Universal Design for Learning
… affect readiness, engagement,
Motivation
, meaning making, and memory. One way to…
… expectations and beliefs that optimize
Motivation
)