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Christopher Sessums

Instructional Design Models - 0 views

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    "Models, like myths and metaphors, help us to make sense of our world. Whether derived from whim or from serious research, a model offers its user a means of comprehending an otherwise incomprehensible problem. An instructional design model gives structure and meaning to an I.D. problem, enabling the would-be designer to negotiate her design task with a semblance of conscious understanding. Models help us to visualize the problem, to break it down into discrete, manageable units. The value of a specific model is determined within the context of use. Like any other instrument, a model assumes a specific intention of its user. A model should be judged by how it mediates the designer's intention, how well it can share a work load, and how effectively it shifts focus away from itself toward the object of the design activity. -Martin Ryder "
Christopher Sessums

Design Your Class Like A Video Game - 0 views

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    "10 Strategies To Design Your Classroom Like A Video Game 1. Realize self-directed learning not by merely suggesting it, but making it necessary to get anything done. 2. Design learning experiences so that students see visible progress on a daily basis. 3. Make objectives clear, and offer students multiple ways to accomplish them. 4. Give students the tools to design and build what you hadn't thought of. 5. Design with iteration in mind: one skill builds on the next, and students need it all to succeed. 6. Use project-based learning where students design the entire process from brainstorming to publishing. 7. Give students malleable learning tools and resources that they can customize, or "upgrade" to fit their approach to learning. 8. Make learning both collaborative and competitive. 9. Consider challenge-based learning and place-based education, where students solve problems important to them, in communities that are watching. 10. Gamify your classroom in a way that focuses not on standards, data, or "proficiency," but personal progress meaningful to the student."
Christopher Sessums

Embrace the New Freedom: Technology, Not Tenure - Commentary - The Chronicle of Higher ... - 0 views

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    using disruption effectively
Christopher Sessums

Which Common Tablet Activities Vary in Popularity by Age? - 0 views

  • Among the 18-29 crowd, 63% say they play games on their tablets, a figure which drops to 56% among the middle-aged and 50% among the older group. Gaming actually emerges as the most popular activity among young tablet owners, although one would suspect that social networking would have been at least as popular an activity should it have been included as an option.
  • Video viewing on tablets tends to be a more youthful activity
  • GfK recently reported that in the US, Millennial tablet owners spend on average 23% of their total video viewing time (time spent watching video on any device, including TV, in a 7-day period) with their devices, about twice the proportion of time spent by tablet-owning Baby Boomers (11%).
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  • Email use on tablets is most prevalent among the 50-64 bracket, with 70% doing so, compared to 57% of 18-29-year-olds
  • older tablet owners are more likely than younger ones to check out the news (60% vs. 44%) and weather (52% vs. 41%).
Christopher Sessums

Google's Privacy Balancing Act - WSJ.com - 0 views

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    What Google knows about us
Christopher Sessums

The one-point raise on a Google Form « NspireD2: Learning Technology in Highe... - 0 views

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    assessment technique using Google forms
Christopher Sessums

Kids can't use computers... and this is why it should worry you - Coding 2 Learn - 0 views

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    a bit of a ramble rant from an educator but a curious read nonetheless
Christopher Sessums

Alarming Research Shows the Sorry State of US Higher Ed - Andrew McAfee - Harvard Busin... - 0 views

  • Crack the books, find good teachers, and take the education part of your education seriously.
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