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G

G.R.O.W.

A framework used by a mentor and mentee as a basis for their discussions:

Goal – identify what you want to achieve in the session

Reality – What is the current situation and how might this impact on your aims?

Options – What are the options?

Way forward – What will happen next?  What will you actually do?


GAFE

Google Apps for Education. A free cloud based productivity suite. A wonderful tool for student collaboration.

http://www.google.com/enterprise/apps/education/


GAP

GAP - Group Activity Practice    An activity where a group has a task to complete and must work together to produce a solution.


GEOGEBRA

GeoGebra [http://www.geogebra.org/] is a free and multi-platform dynamic mathematics software for all levels of education that joins geometry, algebra, tables, graphing, statistics and calculus in one easy-to-use package.

Its main features are:

Allows embedding easily GeoGebra activities in some Moodle course.

Facilitates students tracing because it stores the score, date, duration and construction of each of the attempts made by the users.

Students can save the state of the activities to continue them later.


GISMO

GISMO (Graphical Interactive Student MOnitoring) is a plug-in for Moodle that provides instructors with useful visualizations of students' activities in online courses. 

More info on GISMO: http://gismo.sourceforge.net/


GLOBAL LEARNING

Global Learning (or The global dimension, or Global Citizenship) is concerned with exploring the interconnections between people and places around the world. It asks us to observe the similarities and differences that exist around our world today and relate these to our own lives.

Underlying the idea of the global dimension
to the curriculum are eight key concepts:

 


GLUE

This is a procedure for learning language with a tutor/helper within a community. Get the knowledge you need from your helper. Learn the knowledge in personal study. Use the knowledge in the community. Evaluate the process. In this way, your language will stick like "glue".


Gamification

Gamification is the use of game thinking and game mechanics in a non-game context to engage users and solve problems. In Moodle, use restrict access settings to release content based on experience (like quests or leveling up), badges and gradebook can be used as rewards systems. 


Gamify

Relates to gamification. The insertion or use of game play activities into teaching and learning materials in order to foster engagement and motivatin.


George Polya

A Hungarian-American Mathematician who was one of the most influential teachers in mathematics. He has written the seminal book "How to Solve It."



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