Using peer critiques to evaluate and improve student work is a natural outgrowth of the movement toward more authentic assessments in education (Henderson & Karr-Kidwell, 1998). Both formative and summative assessments now commonly go beyond multiple-choice tests to include live performances, digital presentations, simulations, and so on. We have moved from a focus on judging whether students know isolated facts to a focus on assessing whether students can apply newly acquired skills and concepts.
"Technology offers a myriad of ways to learn, practice, and understand math. Math manipulatives, videos, games, interactive simulations, physical activities - all can help reinforce a deep conceptual understanding."
"When Case Western Reserve University launches a new health education campus with the Cleveland Clinic next year, one feature will be conspicuously absent. There will be no place for cadavers.
The school plans to replace the usual anatomy labs with a new series of hands-on experiences, including a virtual-reality simulation."
"As anyone who's ever spent hours hunched over Candy Crush can attest, there's something special about games. Sure they're fun, but they can also be absorbing, frustrating, challenging and complex.
Research has shown our brains are "wired for pleasure," and that games are an effective way to learn because they simulate adventure and keep our brains engaged and happy. But what exactly do we learn from them? In an era consumed with teaching 21st-century soft skills, are games any good at building critical thinking or collaboration skills? The answer is likely yes, but, much like games themselves, it's complicated.
"What you'll find from the research is that it's very much dependent on, 'under certain types of conditions, certain types of skills seem to be developed,'" explains game designer and theorist Katie Salen, a former executive director at the nonprofit Institute of Play. "I never want to make claims that games writ-large for any kid-under any circumstances-teach these sort of skills.""
"Another collection of good educational iPad apps specifically curated from iTunes App Store for high school teachers and students. These are apps to help students with chemistry learning from understanding the elements, molecules and atoms to exploring chemical reactions.They provide students with activities, video lessons, simulated experimentations, periodic tables and several other materials to boost their chemistry learning."
"In India, 41km of highway road was constructed every day for the year of 2016. In the Indian government budget, it estimated the cost just for 2016 to be 19 billion USD. It would be financing any shortfall through tax-free government bonds. Computational thinking would have played an instrumental role in deciding on where the road would go through with taking into account the key hubs and may have saved the government millions, if not billions of dollars.
Jeanette Wing (2012) defines computational thinking as the thought process involved in formulating a problem and expressing its solution in a way that a computer-human or machine can effectively carry out. It is the process of abstraction by; choosing the right abstractions, operating in terms of multiple layers of abstraction simulations and defining the relationships between layers guided by efficiency, correctness, and flexibility. Computational thinking can best be related to as writing software or instructionals. Every action or non-action is accounted for in the way computational artifacts are constructed. Computational thinking is great for working out a solution but there is an argument that computational thinking does not put enough emphasis on the problem itself.
Design thinking, on the other hand, attempts to understand the intent or problem before looking at any solution - computational or otherwise. Design thinking attempts to identify why the problem exists in the first place before solving it. IDEO defines design thinking as the application of empathy and experimentation to arrive at innovation solutions through making decisions based on stakeholder input and evidence based research. Using the Indian roading example, a design thinker would ask, what is the intent of building the roads in the first place?"
"How do you ensure students who excel at math remain engaged? Heidi Williams intended to solve that challenge by starting an after-school coding club while she was a gifted-and-talented teacher at Bayside Middle School near Milwaukee.
Instead of using pen and paper, her students created an interactive children's book on Scratch, the MIT Media Lab coding suite that lets users create games, stories and simulations. And the more of this kind of coding activity they did, the better their math test scores got.
Now a computer science curriculum specialist at Marquette University in Milwaukee, Williams researches this correlation. One possibility is that the computational thinking skills developed while coding help students break down complicated problems-on and off computers, she says."
"Augmented Reality (AR) is the imposing of digitally generated images into a viewer's real-world surroundings. Unlike Virtual Reality, which creates a completely artificial environment, AR uses the existing environment and overlays it with new information. Augmented reality apps are usually written using special 3D programs which allow developers to superimpose animation in the computer program, to an AR "marker" in the real world. It is now popularly being used by advertisers to create 3D renders of products, such as cars, the inside of buildings, and machinery. This provides consumers with a 360-degree product view.
The term 'Augmented Reality' was coined by Boeing researcher Thomas Caudell in 1990, to explain how head-mounted displays of electricians worked during the assembling of complicated wiring. Since then, the technology has been used in CAD programs for aircraft assembly, architecture, digital advertising, simulation, translation, military, and various medical procedures.
Tech giant Google, unveiled Google Glass in 2013, propelling AR to a more wearable interface - glasses. It works by projecting on the user's lens screen while responding to voice commands, overlaying images, videos, and sounds."
"Both STEM and EdTech are hot topics these days, and educators can now leverage a host of wonderful tools that make teaching easier and learning more interactive. Here we describe some of the hottest new technology in STEM education, and provide a list of free online resources available to you, including STEM websites, simulations, communications tools, and tips for teachers.
These tools are transforming the way teachers approach STEM. They help you tie the theoretical concepts of your subjects into real-world applications. By showing students that the knowledge you're imparting is relevant and useful, you can more successfully engage them in your lessons, while developing their creativity and problem-solving skills. Ultimately, you could help inspire a new generation of scientists, mathematicians, and innovators!"
"Over the past five years, we have developed a computational thinking framework based upon our studies of interactive media designers. The context of our research is Scratch - a programming environment that enables young people to create their own interactive stories, games, and simulations, and then share those creations in an online community with other young programmers from around the world. By studying activity in the Scratch online community and in Scratch workshops, we have developed a definition of computational thinking that involves three key dimensions: (1) computational concepts, (2) computational practices, and (3) computational perspectives. Observation and interviews have been instrumental in helping us understand the longitudinal development of creators, with participation and project portfolios spanning weeks to several years. Workshops have been an important context for understanding the practices of the creator-in-action."