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John Evans

The Making Movement in Education | onthegoteach - 1 views

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    "As my first batch of masters courses come to a close, I was asked to reflect back on my experiences with the Maker movement. At first, I found it to be a bit out of my realm of comfort. I'm not one to sit and tinker with machinery and play video games. As I delved deeper, I found that making is not only about video games and tinkering with things, it's about creating and inventing. Creation can look many different ways, too. It can be using everyday household items to make a new game to play. It can be using a familiar presentation tool to create a project on a topic you've been dying to learn more about. Creating is the basis for the Maker movement, and it needs to become commonplace in the classroom."
John Evans

Why Self-Publishing May Be the Best Writing Lesson Ever | Edudemic - 3 views

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    "Brian South is an English teacher in Naperville, Illinois, a suburb 30 miles west of Chicago. He is also the faculty advisor of the literary magazine at Naperville North. When Brian began taking steps to self-publish his own novel, he did something few teachers feel totally comfortable doing-he invited his students to be part of the process. Bringing your outside interests into the classroom is tough for many teachers because they feel like they have to compartmentalize themselves. Others feel so pressed for time that sharing personal interested and hobbies seems like a burden. However, after he read a part of his novel at his school's open mic night, students in the creative writing club had a lot of feedback for Brian, who not only listened, but also soon realized that sharing his journey through self-publishing a novel could be an important way to empower students and potentially transform their lives."
John Evans

The Daring Librarian: Wonder More - Fear Less - 1 views

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    "You know, my brand is sometimes a lot to live up to. I'm not always daring. I won't buy a 3D printer until I know I can get projects kiddos create cranked out in a timely fashion or that we can reliably afford the materials and upkeep supplies. You don't ALWAYS have to be daring in BIG ways, but you can dare everyday something. Dare to keep smiling to that kid who never smiles back. It's easy to smile to the kiddos you adore & have a connection with. But try to smile consistently, to that kiddos who is all prickles and burs. You will be surprised at the results. It took me 8 months once to get a reluctant grin back. When thinking about the next school year -I'd like to suggest we keep in mind that we should be ready to try new things without letting fear stop us. To go beyond our comfort zone. Even if you choose only one thing that makes you squirmy inside, that's good for your practice and our profession. This way, we can truly say to our kiddos that we are pushing ourselves to fail/win and try again just like we ask them to do every day!"
John Evans

The Ultimate Guide to Gamifying Your Classroom | Edudemic - 1 views

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    "Gamification is the process by which teachers use video game design principals in learning environments. The effects are increased student engagement, class wide enjoyment of academic lessons, and high levels of buy-in, even from your most reluctant learners. When gamifying a classroom there are several things you'll need to consider. The first is content, as in what are you trying to teach? Like any lesson or unit plan, you'll need to figure out how to organize and assess new material. You'll also need to consider your students. What kind of learners are they? What information do they already know? You'll need to have a basic understanding of your students' technology skills and how much support each student may need. You'll want to consider putting together a training manual or some other support system for students who may need extra help. You'll also need to consider your own comfort level with technology and the actual technology available to you. These considerations may lead you to designing your own game, or relying one a template or already built quest."
Keri-Lee Beasley

Being a Better Online Reader - The New Yorker - 4 views

  • Maybe the decline of deep reading isn’t due to reading skill atrophy but to the need to develop a very different sort of skill, that of teaching yourself to focus your attention.
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    "Soon after Maryanne Wolf published "Proust and the Squid," a history of the science and the development of the reading brain from antiquity to the twenty-first century, she began to receive letters from readers. Hundreds of them. While the backgrounds of the writers varied, a theme began to emerge: the more reading moved online, the less students seemed to understand. There were the architects who wrote to her about students who relied so heavily on ready digital information that they were unprepared to address basic problems onsite. There were the neurosurgeons who worried about the "cut-and-paste chart mentality" that their students exhibited, missing crucial details because they failed to delve deeply enough into any one case. And there were, of course, the English teachers who lamented that no one wanted to read Henry James anymore. As the letters continued to pour in, Wolf experienced a growing realization: in the seven years it had taken her to research and write her account, reading had changed profoundly-and the ramifications could be felt far beyond English departments and libraries. She called the rude awakening her "Rip van Winkle moment," and decided that it was important enough to warrant another book. What was going on with these students and professionals? Was the digital format to blame for their superficial approaches, or was something else at work?"
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    Really interesting information on being a better online reader. The author suggests the following: "Maybe the decline of deep reading isn't due to reading skill atrophy but to the need to develop a very different sort of skill, that of teaching yourself to focus your attention. (Interestingly, Coiro found that gamers were often better online readers: they were more comfortable in the medium and better able to stay on task.)"
John Evans

The 37 Best Websites To Learn Something New - Life Learning - Medium - 7 views

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    "Forget overpriced schools, long days in a crowded classroom, and pitifully poor results. These websites and apps cover myriads of science, art, and technology topics. They will teach you practically anything, from making hummus to building apps in node.js, most of them for free. There is absolutely no excuse for you not to master a new skill, expand your knowledge, or eventually boost your career. You can learn interactively at your own pace and in the comfort of your own home. It's hard to imagine how much easier it can possibly be. Honestly, what are you waiting for?"
John Evans

Learning Spaces - Resources - 1 views

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    "Imagine spending every day in a physical space designed for people much bigger than you. To wash your hands or get a drink of water, you'd have to drag a chair over to the sink or ask a friend for a boost. Your feet would dangle in mid-air when you sat down and you'd have to crane your neck and stand on tiptoe to read the bulletin board. After the novelty wore off, it's likely that you'd end up feeling uncomfortable, insignificant, and out of place. Unfortunately, this is how many children feel every day in their classrooms. Whether it's because the chairs are too big or too small, the aisles too narrow, the tables too low, or the displays too high, the message is clear: "This room was not made for you." The sad fact is that most classroom spaces are far from ideal. Perhaps they were originally designed and built with little or no consultation with the teachers who would be working in them. Or maybe they were designed for another purpose, or with tight budgetary restrictions. And while teachers probably won't be able to transform an inadequate classroom space into an ideal one, they can make dramatic improvements. So, where to begin? The most obvious place is by thinking about the students. Before moving a single piece of furniture or clearing a wall for a display, learn as much as you can about the particular needs of the children you'll be teaching by talking with families and former teachers. Below are some general guidelines to help you create a physical environment that makes children feel comfortable and significant and that best serves their needs."
John Evans

Time to listen - 0 views

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    Many of today's students are most comfortable using laptops, instant messaging, chat rooms, and cell phones to connect to friends, family, and persons with knowledge or content they desire in local communities and around the globe. Given the speed at which change is occurring, we must listen to our students and act to meet them where they want to learn. By The Way, they do want us to listen. Watch and see….
John Evans

Tablets Are For Men, E-Readers Are For Women? So The Research (And Ads) Say | paidContent - 1 views

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    "A recent Fox News article asking, "So are men iPads and women Nooks?" raised my hackles….especially when the piece went on to say, "Nooks are smaller, lighter, and fit in a purse more comfortably…Conversely, iPads are big and heavy and make [the] statement: I'm into tech." (Come on, are iPads really that heavy?) "
John Evans

If Sitting Is the New Smoking, How Do We Kick the Habit? | Lance Henderson - 5 views

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    "In the 2008 animated film WALL-E, Pixar depicted a light-hearted but dystopian world of obese, immobile people whose needs are met by a bustling horde of robots and computers -- a world that hardly seems like science fiction as we witness the precipitous decline in physical activity over the last generation. The Centers for Disease Control and Prevention estimates that approximately 80 percent of Americans don't get the recommended amount of exercise they need each week for optimal health. So, did Pixar predict the future of humanity or is there a way for us to course correct? Sedentary behavior is an intractable issue. Seemingly benign forces make it easier and easier for many of us to conduct our work, school and social lives from the comfort of a chair and an internet-connected gadget. Unfortunately, sedentary lifestyles are a driving force behind burgeoning health care costs, and they pose an alarming threat to the health and well-being of our children. Fortunately, there is cause for hope in lessons from the tobacco control movement and efforts to change smoking behavior. "
John Evans

Book Creator and the SAMR model - Book Creator app | Blog - 0 views

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    "For the purpose of offering a reliable cadre of apps that teachers can plan around instructionally, Waukesha One offers all students and staff a set of apps called the Core Apps. In selecting these apps, the team looked for apps that integrate well with Google Apps for Education, are flexible and not content/subject specific, promote thinking and doing aimed at the highest levels of Bloom's, are easy to use, and can output easily for publication to the world. Book Creator fit all of those descriptors, was stable and reliable, and set the stage for teachers and students to do many different things with it once they became comfortable with the tool."
John Evans

Sample Student Learning Objectives For Hour Of Code - 1 views

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    "You keep hearing about this hour of code thing, but you're not a "hacker," and aren't real comfortable with teaching what you don't know. Especially when it relates to technology and its fundamental programming. You know this is some kind of "coding week." You've seen our tips for integrating coding into the classroom. Now what to do? Turn students loose with Scratch or Codea or Kahn Academy? Well, maybe. Self-Directed Learning is a core learning fluency in an age of access."
John Evans

Comfortably 2.0: Great Apps to Complement Your iMovie App - 0 views

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    "The iMovie app could possibly be my favorite app on my iPad.  It's a versatile app that can lead to a whole lot of creation in your classroom  Yes, I know that iMovie on my MacBook Pro has all the bells and whistles, but I believe that the app has all the ingredients to make some pretty powerful products in your classroom. I love the fact that the app allows our students (and us) to make thinking visible.   There are so many ways that you can use iMove in the classroom.  From knowledge to comprehension, every level of Bloom's taxonomy is easily addressed using the iMovie app.  I plan on teaching our K-5 students how to use the iMovie app in the coming weeks and I can't wait to see the creativity that is generated! The best thing about iMovie is that you can use it with a lot of other apps! App Smashing?  Try using iMovie as the final app to display your app smash.  Just drop your products in from the photo library, do a voice over and you have created a product that allows you to showcase the learning happening in your classroom! I have created a folder on my iPad of apps that I use to supplement some of the videos that I produce. Here are some of my favorites:"
John Evans

Comfortably 2.0: Creating & App Smashing with App Dice - 0 views

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    "It's a simple way to get students to creating in your classroom and #appsmashing.  I wanted to create a set of my own geared towards using the iPad to create, so I  created two types of die for my set (and other sets I created and gave out to our teachers). One die has six "creation" apps, while the second die has six "showcase" apps. "
John Evans

5 Essential Multimedia Skills Every Educator Must Master -- THE Journal - 1 views

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    "Educators literally have a "world of knowledge and resources" at their fingertips, as one director of curriculum and instructional technology declared in response to THE Journal's national survey. "What better way to learn about the situation in Syria than tweeting #Syria and receiving a tweet from someone there?" But guiding your students in learning new concepts, gaining insights and building their skills requires you to be comfortable with the technologies that can make all of that happen. Where do you start? We asked your colleagues that same question, and they responded in multitudes. Their recommendations covered the alphabetic gamut, from adaptivity and apps to wikis and a willingness to learn. We compiled and consolidated 121 different results to develop this year's list of five must-have multimedia skills for 2015."
John Evans

Add Coding to Your Elementary Curriculum. . . Right Now | Edutopia - 0 views

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    "Code.org sums up the situation nicely: Computer science drives innovation in the U.S. economy and society. Despite growing demand for jobs in the field, it remains marginalized throughout the U.S. K-12 education system. There are many reasons for this. As you well know, teachers are already stretched pretty thin, and often it seems like there's just no bandwidth to add something new to a very full schedule. Additionally, some schools have few or no computers and/or tablets for classroom use. But the earlier we introduce children to coding, the more comfortable they will be when presented with more in-depth learning opportunities in middle and high school. Also, early exposure to coding helps teach children how important it is to understand computers as the valuable tools they are rather than merely fun playthings."
John Evans

Students don't need a 'voice.' Here's what they really need. - The Washington Post - 1 views

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    "I hate the phrase "student voice." I'll tell you why. People are starting to throw this phrase around a lot in discussions about education reform. "We need to give students a voice." "More student voice!" "A place for students at the education reform table!" But I think it's a mask. When people talk about giving students a voice, what they're really doing - whether they realize or not (and to their credit, I suspect they don't) -  is finding a band-aid solution to a big problem that really needs surgery. "Student voice" is cushy and comfortable because it doesn't actually require serious, deep-rooted change. We do need to give students something, but it's not a voice. I know, because I'm a student."
John Evans

How Digital Games Help Teachers Make Connections to Lessons and Students | MindShift - 0 views

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    "t's not unusual for educators to use analog games in the classroom, but as more classrooms gain access to technology, digital games are also making a strong showing. A recent Joan Ganz Cooney Center survey of 694 K-8 teachers found that 74 percent of those surveyed use digital games in the classroom, up from 50 percent two years ago. Many of the teachers finding the most success are good at creatively connecting the game back to the curriculum, while allowing it to maintain the qualities of a good game. These teachers are often more comfortable with games themselves, playing for fun in their spare time, and are thus more likely to see valuable classroom connections. It's one thing to have empirical evidence that digital games are growing in popularity and another to get an in-depth look at how and why teachers see them as a valuable use of precious class time."
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