Skip to main content

Home/ ETAP640/ Contents contributed and discussions participated by lkryder

Contents contributed and discussions participated by lkryder

lkryder

SDE - National Conference on Differentiated Instruction - 0 views

  •  
    For my classmates interested in Differentiated Instruction
lkryder

How to Prepare Better Multiple Choice Test Items - 0 views

  •  
    From Brigham Young.
lkryder

Johns Hopkins University School of Education Graphics and Learning - 0 views

  • It is of course important to organize one's ideas before formal writing, but I now believe that all students should have the choice of whether to do so in outline or in some graphic form.
  •  
    visualizing ideas and types of visualization
  •  
    visualizing ideas and types of visualization
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.
  • ...2 more annotations...
  • 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
  •  
    gamefying and use of visual signs of learning, ZPD
lkryder

The Power Of Visual Grouping - 1 views

  •  
    good examples of how our brain is connected to our eyes
lkryder

5 Visual Design Strategies that Promote Student Retention - 2 views

  • everal aspects of course design can affect retention; however, one of the most overlooked is visual design. Looks matter. In fact, in e-Learning and the Science of Instruction, Richard Mayer and Ruth Clark have reported an average learning increase of 89% in courses that added relevant visuals to text. With this in mind, consider the five design strategies listed below that can help capture students’ eyes and interest throughout your course.
  • Every visual should serve a specific purpose and align with your objectives.
  • Graphics should act as street signs that compliment content and guide students in the right direction, so keep your graphical layout sleek and minimal.
  • ...1 more annotation...
  • Make media memorable by ensuring that it clarifies, extends, or reinforces concepts.
  •  
    design ideas for visuals and multimedia
  •  
    design ideas for visuals and multimedia
lkryder

Adaptive Learning System - The Role of Adaptive Learning in Math - 0 views

  • Pedagogically and research-based intelligent adaptive learning technology accesses and stays in the Zone of Proximal Development (ZPD) for each learner. That means it provides the right next lesson at the right level of difficulty at the right time. When work is easy, learners can do the work on their own without any help. It’s in their "comfort zone." If all the work a learner is asked to do is always in the comfort zone, no real learning will take place and the learner will eventually lose interest. Conversely, when the work is too hard, the learner becomes frustrated and will likely give up. The area between the comfort zone and the frustration zone is the one where true learning will take place – the optimal learning zone. It’s the area where a learner will need some help or will need to work hard to understand a concept or complete a task. By keeping the challenge appropriate, the learner is guided to be a mathematical ‘doer’ — someone who thinks and strategizes in ways they can apply in school and in their real life experience. This is optimal teaching and optimal learning.
    • lkryder
       
      This has been my thinking all along on the gamefying and my weekly really hard quizzes. Now I hope to build on it.
  •  
    This is a page offering a product BUT what I found fascinating was their use of ZPD as the learning opportunity in adaptive technologies. I recall as a child having programmed learning guides that I loved and I did them for hours ( I recall they were about logic and problem solving- very cool). They were printed in a book. Now that kind of thing is frowned upon as low on Bloom but all the publishers are creating these adaptive supplements and students love them.
  •  
    This is a page offering a product BUT what I found fascinating was their use of ZPD as the learning opportunity in adaptive technologies. I recall as a child having programmed learning guides that I loved and I did them for hours ( I recall they were about logic and problem solving- very cool). They were printed in a book. Now that kind of thing is frowned upon as low on Bloom but all the publishers are creating these adaptive supplements and students love them.
lkryder

Learning or lurking? Tracking the ''invisible'' online student - 0 views

shared by lkryder on 29 Jun 14 - No Cached
  •  
    just reposted this so the title was available to the class - it is a really good article- thanks Kasey for posting in the comments
lkryder

Study: 1.2 billion people are playing games worldwide; 700M of them are online - GeekWire - 0 views

  •  
    study about gamers
lkryder

Will Gaming Save Education, or Just Waste Time? -- THE Journal - 0 views

  •  
    gaming literacy, meeting students where they are, the debate, the research
lkryder

Will Gaming Save Education, or Just Waste Time? -- THE Journal - 0 views

  •  
    Gaming and education debate - meeting students where they are - does that mean games?
lkryder

Six Facets of Understanding - 0 views

  • Plan instructional strategies and learning experiences that bring students to these competency levels.
    • lkryder
       
      This is key for me - bring students to the competency levels - this is like the "bridging" Mike mentioned
  • Required uncoverage of abstract or often misunderstood ideas
    • lkryder
       
      uncoverage of abstract or often misunderstood ideas is really learner centered and fits nicely with the CoI model in that the social perspectives present will foster a richer interpretation of topics under scrutiny
  •  
    A remnant of a faculty development workshop - many links don't work but this page is a nice summary of the ideas
lkryder

Moodle.net - 0 views

  • other content (such as quizzes, database and glossary entries) you can import into your own courses
  •  
    This site has Open Education Resources such as preconfigured Moodle structures - activities or entire courses - from the Moodle community.
lkryder

Authentic Education - What Is an Essential Question? - 0 views

  • The big-idea questions signal that education is not just about learning “the answer” but about learning how to learn.  
    • lkryder
       
      In art history this helps with relevance to the students
  • A second connotation for “essential” refers to key inquiries within a discipline. Essential questions in this sense are those that point to the big ideas of a subject and to the frontiers of technical knowledge. They are historically important and very much “alive” in the field.
  • By actively exploring such questions, the learner is helped to arrive at important understandings as well as greater coherence in their content knowledge and skill.
  •  
    Essential questions as the key component in design of instruction, in particular UbD model (Understanding by Design)
lkryder

QuestGarden Search - 0 views

  • Design Pattern Search
    • lkryder
       
      In paraticular check out content clarification and concept design structures or policy briefing
  •  
    Scroll down and use the Design Pattern Search drop down menu to find different types of WebQuests
lkryder

WebQuest.Org: Home - 0 views

  •  
    structured inquiry and role playing and group work can replace part of discussion or drive discussion or enhance discussion activities
lkryder

Achievery - 0 views

shared by lkryder on 22 Jun 14 - No Cached
  •  
    create and host badges
« First ‹ Previous 41 - 60 of 86 Next › Last »
Showing 20 items per page