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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

National Education Technology Plan 2010 | U.S. Department of Education - 0 views

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    required reading for eme4406
Christopher Sessums

VIDEO GAMES IN EDUCATION Kurt Squire - 0 views

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    VIDEO GAMES IN EDUCATION Kurt Squire
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.
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

What's killing the less-educated white women of America? | Pew Research Center - 0 views

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    "How does having a job make you live longer? They suggest that employment may provide "both manifest (e.g., income) and latent benefits, such as social networks and supports and a sense of purpose; it enhances self-esteem; and it offers mental and physical activity.""
Christopher Sessums

http://nces.ed.gov/pubs2010/2010034.pdf - 0 views

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    Educational Technology in U.S. Public Schools: Fall 2008
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