AllArticleClassroom ExperienceEdchangeInfographicInterviewPractical resourcesProjectsReportSuccess StoryVideo Get inspired from our community of educators Social-Emotional Learning Classroom Experience Education of Digital Ecosystems "Digimente" is a remote program of digital citizenship and media literacy. Through the participants' own stories, using the Zoom platform, it addresses disinformation and fake news, ethical and reliable content creation, and emotional management. It also offers tools and strategies to look after privacy and security by identifying the digital footprint and developing skills such as creativity and imagination, prioritizing children’s rights in a vulnerable and conflictive social context. By Diego Vladimir Cañizales Game-based Learning Infographic Gamifying hybrid classes with free resources Game-based Learning Article GamiTools: tools to gamify By Pere Cornellà Canals Hybrid Education Article Hybrid education as a contribution to educational quality and social equality By Cecilia Sagol Design Thinking Article Let’s design education By Irene Lapuente Game-based Learning Article Educated, gamified, and hacked without knowing thanks to video games? By Flavio Escribano and Sergio Alloza STEAM Classroom Experience Augmented reality, Chroma key, and virtual reality Students did research on the seven systems of the human body through Augmented and Virtual Reality. These are easy-to-use, very versatile, complementary, and distinguishing tools. Children were immersed in an interactive, experiential, and practical learning, as they enhanced their commitment and interest on the school subject. By Mireia Portero Media Literacy Classroom Experience Heritage editing competition in Wikipedia In this competition, Secondary School students are guided by their teachers to raise awareness about their local heritage through research and dissemination of heritage contents in Wikipedia and social media. By Rocío Aravena Villarroel Game based learning Classroom Experience Opposites Memory Game Championship If you are a teacher, it is very likely that you have used a card match game with your students. A memory game is a common resource. Now, can we go a step further? Can we maximize the teaching and learning experience? By Christian Negre i Walczak Pages: 12345678910Load more Most viewed writeups STEAM Projects The mSchools Challenge STEAM Classroom Experience Augmented reality, Chroma key, and virtual reality Media Literacy Classroom Experience Fake News workshops among peers Design Thinking Classroom Experience UBUNTU: how to integrate a Design for Change project in the curriculum Media Literacy Classroom Experience How to select information sources and avoid fake news Design Thinking Video Design thinking: three different ways of designing learning experiences Game based learning Classroom Experience Opposites Memory Game Championship Media Literacy Infographic Cognitive biases, why do we swallow the misinformation bait? Media Literacy Practical resources How to verify real news in a few steps? A Guide with essential advice Social-Emotional Learning Video 5 ways to include a social-emotional perspective in teaching