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Teresa Dobler

Educational Leadership:Giving Students Meaningful Work:Seven Essentials for Project-Bas... - 0 views

  • personally meaningful
  • educational purpose.
  • "entry event" that engages interest and initiates questioning
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  • sets up a scenario
  • sense of purpose and challeng
  • provocative, open-ended, complex, and linked to the core of what you want students to learn.
  • more voice and choice
  • s collaboration, communication, critical thinking, and the use of technology
  • fine-tuned their questions
  • investigated new questions
  • students follow a trail that begins with their own questions, leads to a search for resources and the discovery of answ
  • rs, and often ultimately leads to generating new questions, testing ideas, and drawing their own conclusion
Alicia Fernandez

eCoaching Tip 51: A Garden of Three Presences - Social Presence, Teaching Presence and ... - 1 views

  • Social presence is the ability to project oneself socially and affectively in a virtual environment. You achieve social presence by being a real -- three-dimensional -- person to your students. Another way of saying this is that you let yourself be known as a person with a life in addition to your role as a teacher/mentor.
  • teaching presence is the work of teaching both before and during the course. It includes the designing and developing the course and in directing and supporting the learners during the course delivery. Teaching presence is manifested in the course materials -- in the syllabus, assignments, choice of readings and discussions. Teaching presence is also manifested in everything the faculty member does to guide, support and shape the learners' experiences. Effective teaching presence sets clear expectations and supportive guidance.
  • Cognitive Presence is the extent to which a group of learners are able to 'construct meaning through sustained communication.' (Garrison, 2006)
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  • Faculty sets high expectations for student inquiry and expectations Faculty examine student responses and probes, challenges, questions encouraging thought and analysis of ideas and content Learners participate thoughtfully in the discussions, responding to content and thoughts and questions from other learners so that a sustained communication occurs. Faculty and students strive to ensure that project outcomes are long-lasting and meaningful.
  • Cognitive presence requires a focus on meaning and not on covering conte
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    Of all the best practices for online teaching, the most important practice is "being there." Being there is the core of presence, letting your students know that you are there to direct, to guide, to listen and to share your expertise with your learners. This tip takes you on a guide through a Garden of Three Presences for Online Teaching and Learning - Social Presence, Teaching Presence and Cognitive Presence (Garrison, 2006b). This tip defines the three types of presence and then lists tools and behaviors - for both faculty and students -that support these three types of presence.
lkryder

Gamification Shows the Learner Visible Signs of Their Learning | Faculty Focus - 0 views

  • One of the strengths of gamification is that it provides visible milestones of the student’s mastery of content in real time (when it is well designed). Too often in an instructional setting, the learner doesn’t know whether or not he or she really understands or can apply the knowledge they are learning. There is often no visible sign of mastery of the content or application of the content.
  • Gamification should orient the learner to where they are in the instructional process, where they are going, and how much further they have to go until the end. The concept is that the learner is able to “see” progress. The progress might be in the form of a character moving up a mountain or an image of how close the learner is to the next level (Kapp, 2013).
  • Gamification uses criterion and mastery to advance the learner from one element of the instruction to the next.
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  • Mastery learning provides an approach that recognizes that aptitude for learning may be more closely linked to time and perseverance than to ability (Bloom, 1971; Melton, 2008)
  • The technique of scaffolding and the use of levels in games provides visual progress to the student and maintain interest in the instruction as the student moves from level to level having different experiences and achieving success as they progress toward the ultimate goal. In gamification, the levels usually become more difficult and challenging as the student moves toward the end and the skills they exhibit at the final level would not be possible without the experience of playing the preceding levels. This idea is embodied in Merrill’s application principle that “instruction should provide coaching, which should be gradually withdrawn to enhance application” (Merrill, 2009, pp. 42).
    • lkryder
       
      coaching in this case can be automated if the tools are deployed well
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    gamefying and use of visual signs of learning, ZPD
Teresa Dobler

2.4 The motivations for plagiarism | The Economics Network - 0 views

  • poor time management skills
  • little enthusiasm for the subject
  • external pressure to succeed from parents or peers, or for financial reasons;
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    • Teresa Dobler
       
      3 big reasons people plagiarize that engaging material and student centered can challenge.
Alicia Fernandez

Assessing online learning: Strategies, challenges and opportunities. - 0 views

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    Special report features 12 articles that will cause you to examine your current methods of online assessment.
lkryder

Making Matters! How the Maker Movement Is Transforming Education - WeAreTeachers - 0 views

  • The tools and ethos of the Maker revolution offer insight and hope for schools. The breadth of options and the “can-do” attitude espoused by the movement is exactly what students need, especially girls who tend to opt out of science and math in middle and high school. However, hands-on Making is not just a good idea for young women. All students need challenge and “hard fun” that inspires them to dig deeper and construct big ideas. Making science hands-on and interesting is not pandering to young sensibilities; it honors the learning drive and spirit that is all too often crushed by endless worksheets and vocabulary drills. Making is a way of bringing engineering to young learners. Such concrete experiences provide a meaningful context for understanding the abstract science and math concepts traditionally taught by schools while expanding the world of knowledge now accessible to students for the first time.
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    Maker movement a good example of students' need and desire to learn by doing
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