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Christopher Sessums

Personal OKRS - 0 views

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    objectives and key results
Christopher Sessums

THE COGNITIVE SOCIAL LEARNING PE - 0 views

  • self-observation (of performance)
  • judgmental process (standards)
  • self-response (e.g., rewards)
  • ...21 more annotations...
  • Self-Efficacy = believing that one can do what needs to be done to achieve a goal.
  • Can be changed by learning
  • persistence
  • more confidence = better performance
  • Attentional Processes
  • Retention Processes
  • Motor Reproduction Processes
  • Motivational Processes
  • Modeling
  • powerful models
  • influence
  • behavior
  • Remember learning is not always evident in immediate performance
  • Change self-efficacy expectations
  • participant modeling, performance desensitization, performance exposure, self-instructed performance
  • live modeling, symbolic modeling
  • suggestion, exhortation, self-instruction, interpretive treatments,
  • attribution,  relaxation, biofeedback, symbolic desensitization, symbolic exposure
  • as a group we can do what needs to be done; can help achieve difficult goals
  • displacing responsibility
  • PERFORMANCE IN COGNITIVE SOCIAL LEARNING THEORY:  ALBERT BANDURA
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

Crazy cat - YouTube - 0 views

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    Even animals play games
Christopher Sessums

Top 100 Tools for Learning - 1 views

Christopher Sessums

Education Week: Florida Virtual School Faces Hard Times - 0 views

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    "Florida Virtual School Faces Hard Times"
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