We met Éric Théroux, grade 6 teacher at École de la Source of the Commission scolaire des Affluents, as well as his students. They present to us the Process communication, a communication model that facilitates classroom management.
Live from the ISTE annual congress, a few notes related to the notion of play in education: gamification of classroom management, serious play, support for the development of emotional intelligence and gamification of professional development on the program.
Three days of discovery in an exceptional setting, bringing together researchers, teachers, associations and other industry players around questions of digital education: this is Ludovia. Prepare your suitcases!
Analekta launches the edutainment application Mazaam for tablets and smartphones. Aimed at preschool children, Mazaam is an educational tool adapted to the cognitive and social development of children from 4 to 6 years old in which classical music is at the forefront.
During REFER 2019, Mathieu Charbonneau from Académie Prodigi presented a workshop on blockchain. There are several learning situations related to this concept that could be experienced by the students. Here are some examples.
In 2014, École secondaire le Sommet embarked on a digital shift in order to offer a technopedagogical environment in the service of student success. Today, the integration of technological tools lends itself to the evolution of practices, offers new educational horizons and makes it possible to motivate and engage students.
We met Marjorie Paradis, educational advisor at the RÉCIT national service in the field of personal development (PD), who talks to us about ethical reflection and empowerment in connection with digital technology.
Every young person who drops out is deprived of great professional and personal opportunities, and society ultimately pays the price. Alternative solutions must be thought out and implemented for these young people. What if digital and e-learning were part of the solution?
The study and practice of the arts opens the way to the world of sensitivity, subjectivity and creativity. In order for your students to learn to create, interpret and appreciate works and to develop plastic arts skills through the integration of technologies, several digital resources are available.
Goupil is an educational application that allows you to determine the spelling of a word by entering the phonemes that compose it on a virtual keyboard. Its objective is to empower elementary school students who seek to write a word without knowing its spelling.
Several weeks ago, the Quebec government presented its digital action plan as well as a frame of reference including all the aspects to help our students become responsible (ethical) and skilled digital citizens. As a teacher, where to start? Should we be afraid of integrating technologies into our classes? How to succeed in doing it well?