European Framework for the Digital Competence of Educators (DigCompEdu) is directed towards educators at all levels of education, from early childhood to higher and adult education, and aims to provide a general reference frame for developers of Digital Competence models, i.e. Member States, regional governments, relevant national and regional agencies, educational organisations themselves, and public or private professional training providers.
Mobile learning involves the use of mobile technology, either alone or in combination with other information and communication technology (ICT), to enable learning anytime and anywhere. Learning can unfold in a variety of ways: people can use mobile devices to access educational resources, connect with others or create content, both inside and outside classrooms.
Getting your students engaged is the most important thing you can do when lecturing. Polling apps can be used for conducting live polls during your classes to transform them into interactive lessons and to keep your students' attention high and active all the time.
Students taking Q/A game tests s has the potential to be an effective part in an improved learning experience. The levels of engagement rise quite rapidly if they are used meaningfully.
The social learning model recognizes that learning is increasingly participative, collaborative and ultimately social. A new way to implement social learning is by means of video discussion apps such as Flipgrid.
Digital storytelling can foster collaboration in class and help students develop the necessary skills for critical thinking. Rather than asking students to write a paper, we can encourage students to create a digital story to demonstrate their knowledge about any topic.
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