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John Evans

8 Good iPad Apps to Integrate Game-based Learning in Your Class ~ Educational Technolog... - 1 views

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    "Game-based learning is an educational trend that has gained so much popularity in recent years. At its core, game-based learning involves the use of the learning principles underlying games' play in learning situations. In his book " What Video Games Have to Teach Us About Learning and Literacy", James Paul Gee mentioned a number of these principles all of which are geared towards improving learners' critical thinking skills  and  enhancing their problem solving competencies. Marc Prensky is another thought leader in this field and his book "Digital Game Based Learning" provides a very good explanation of the basics of game based learning. For those of you using iPad in their teaching, here is a set of interesting apps you can use to incorporate the ethos of game-based learning in your classroom.   These are some excellent educational games  to engage students in different learning scenarios. We invite you to check them out and share with us what you think of them. Enjoy"
John Evans

Is My Professional Development Up-To-Date? - gustmees - 3 views

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    "I think that "Is MY Professional Development Up-To-Date?" is the first question which you need to ask yourselves! You can ONLY give BEST and QUALITY courses when knowing about the latest knowledge in a 21st Century Education. But ===> HOW TO know this? Life Long Learning!
John Evans

Project Based Learning | BIE - 1 views

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    "Project Based Learning's time has come. The experience of thousands of teachers across all grade levels and subject areas, backed by research, confirms that PBL is an effective and enjoyable way to learn -- and develop deeper learning competencies required for success in college, career and civic life. Why are so many educators across the United States and around the world interested in this teaching method? The answer is a combination of timeless reasons and recent developments."
John Evans

USE, UNDERSTAND & CREATE: A Digital Literacy Framework for Canadian Schools - Overview ... - 3 views

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    "What exactly is digital literacy, and how can we ensure that students are learning the digital skills they need in school? MediaSmarts classifies competencies for digital literacy according to three main principles: use, understand and create. These principles form the basis for our digital literacy framework. Young Canadians need to be able to make good choices about privacy, ethics, safety and verifying information when they're using digital media, and they need to be prepared to be active and engaged digital citizens. Based on our research on digital literacy education in Canada, USE, UNDERSTAND & CREATE provides a road map for teaching these skills in Canadian schools. The framework draws on six key aspects of digital literacy (listed in the grid below) and provides teachers with supporting lessons and interactive resources that are linked to curriculum outcomes for every province and territory. The home and school connection is supported by parent tip sheets that are linked to from each resource."
John Evans

iPad, the Photographer's Friend | Enlight Blog - 2 views

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    "The iPad isn't famed for its photographic abilities. But in reality, it is one of the most useful devices a photographer could own. Everyone who takes pictures has a favored digital workflow. For some, it is entirely iPhone-based, using filters and careful framing in preparation for the latest Instagram triumph. For others, it is a laptop operation which takes hours of patient sorting, followed by adjustment and layering. But there is a third way. The iPad's processing power cannot compete with that of a computer, and its photographic credentials are less celebrated than those of a smartphone, and yet, you could argue that it combines the best of mobile and desktop."
John Evans

Top News - Technology brings 'new P.E.' to schools - 0 views

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    Technology brings 'new P.E.' to schools School districts compete for grants that bring more interactive, information-based curriculum to gym classes
John Evans

Five Common Myths about the Brain - Scientific American - 3 views

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    "ome widely held ideas about the way children learn can lead educators and parents to adopt faulty teaching principles Jan 1, 2015 Credit: Kiyoshi Takahase segundo MYTH HUMANS USE ONLY 10 PERCENT OF THEIR BRAIN FACT The 10 percent myth (sometimes elevated to 20) is mere urban legend, one perpetrated by the plot of the 2011 movie Limitless, which pivoted around a wonder drug that endowed the protagonist with prodigious memory and analytical powers. In the classroom, teachers may entreat students to try harder, but doing so will not light up "unused" neural circuits; academic achievement does not improve by simply turning up a neural volume switch. MYTH "LEFT BRAIN" and "RIGHT BRAIN" PEOPLE DIFFER FACT The contention that we have a rational left brain and an intuitive, artistic right side is fable: humans use both hemispheres of the brain for all cognitive functions. The left brain/right brain notion originated from the realization that many (though not all) people process language more in the left hemisphere and spatial abilities and emotional expression more in the right. Psychologists have used the idea to explain distinctions between different personality types. In education, programs emerged that advocated less reliance on rational "left brain" activities. Brain-imaging studies show no evidence of the right hemisphere as a locus of creativity. And the brain recruits both left and right sides for both reading and math. MYTH YOU MUST SPEAK ONE LANGUAGE BEFORE LEARNING ANOTHER FACT Children who learn English at the same time as they learn French do not confuse one language with the other and so develop more slowly. This idea of interfering languages suggests that different areas of the brain compete for resources. In reality, young children who learn two languages, even at the same time, gain better generalized knowledge of language structure as a whole. MYTH BRAINS OF MALES AND FEMALES DIFFER IN WAYS THAT DICTATE LEARNING ABILITIES FACT Diffe
sonamp

Online QMS Consultancy - 0 views

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    Whether you manufacture a product or are in the service sector - a private organization or a government agency - ISO is a fundamental business model. It is the foundation from which to build an enterprise. It focuses attention on organizational processes, your customers (internal and external), competency-based training, and continual improvement. That translates to improved business results.
Phil Taylor

The 5 Keys to Educational Technology -- THE Journal - 3 views

  • It is quite important to include the modifier of "appropriate" to this component
  • use of video to bring the depths of the universe to the learner's eyes; the use of the Internet to give the learner instant access to thoughts and observations of humanity's greatest thinkers--these are examples of technology facilitating the application of our own senses, memories, and cognitive abilities
  • our educational infrastructure is based largely on the idea that the learner will progress far more quickly under the mentorship of a skilled instructor--both knowledgeable in the subject matter and competent in instructional methodologies
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  • Therefore, to justify the continued experimentation with and exploration of new technologies: smart classrooms, use of podcasts, access to the Internet, laptops for every child, and on and on, we need to assess our outcomes, make incremental changes in our methodologies to address shortcomings, then assess again, closing the loop in order to evaluate the efficacy of our work.
John Evans

eLearn: Feature Article - 0 views

  • Every year at this time we turn to the experts in our field to share their predictions on what lies ahead for the e-learning community. While our colleagues here unanimously agree the global economic downturn is the overwhelming factor coloring their forecasts, they do see a great array of opportunities and challenges in the coming 12 months. Their insights never fail to inspire further discussion and hope. Here's what our experts have to say this year:
  • 2009 is the year when the cellphone—not the laptop—will emerge as the learning infrastructure for the developing world. Initially, those educational applications linked most closely to local economic development will predominate. Also parents will have high interest in ways these devices can foster their children's literacy. Countries will begin to see the value of subsidizing this type of e-learning, as opposed to more traditional schooling. The initial business strategy will be a disruptive technology competing with non-consumption, in keeping with Christensen's models. —Chris Dede, Harvard University, USA
  • During the coming slump the risk of relying on free tools and services in learning will become apparent as small start-ups offering such services fail, and as big suppliers switch off loss-making services or start charging for them. The Open Educational Resources (OER) movement will strengthen, and will face up to the "cultural" challenges of winning learning providers and teachers to use OER. Large learning providers and companies that host VLEs will make increasing and better use of the data they have about learner behavior, for example, which books they borrow, which online resources they access, how long they spend doing what. —Seb Schmoller, Chief Executive of the UK's Association for Learning Technology (ALT), UK
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  • Online learning tools and technologies are becoming less frustrating (for authoring, teaching, and learning) and more powerful. Instructional content development can increasingly be done by content experts, faculty, instructional designers, and trainers. As a result, online content is becoming easier to maintain. Social interaction and social presence tools such as discussion forums, social networking and resource sharing, IM, and Twitter are increasingly being used to provide formal and informal support that has been missing too long from self-paced instruction. I am extremely optimistic about the convergence of "traditional" instruction and support with technology-based instruction and support. —Patti Shank, Learning Peaks, USA
  • In 2009 learning professionals will start to move beyond using Web 2.0 only for "rogue," informal learning projects and start making proactive plans for how to apply emerging technologies as part of organization-wide learning strategy. In a recent Chapman Alliance survey, 39 percent of learning professionals say they don't use Web 2.0 tools at all; 41 percent say they use them for "rogue" projects (under the radar screen); and only 20 percent indicate they have a plan for using them on a regular basis for learning. Early adopters such as Sun Microsystems and the Peace Corp have made changes that move Web 2.0 tools to the front-end of the learning path, while still using structured learning (LMS and courseware) as critical components of their learning platforms. —Bryan Chapman, Chief Learning Strategist and Industry Analyst, Chapman Alliance, USA
John Evans

More and More, Schools Got Game - washingtonpost.com - 0 views

  • As Net-generation teachers reach out to gamers, classrooms across the country are becoming portals to elaborate virtual worlds.
  • But lately, researchers and educators say sentiment toward gaming is changing. Advocates argue that games teach vital skills overlooked in the age of high-stakes tests, such as teamwork, decision-making and digital literacy. And they admire the way good games challenge players just enough to keep them engaged and pushing to reach the next level
  • if ( show_doubleclick_ad && ( adTemplate & INLINE_ARTICLE_AD ) == INLINE_ARTICLE_AD && inlineAdGraf ) { placeAd('ARTICLE',commercialNode,20,'inline=y;!category=microsoft;',true) ; } The Pew Research Center reported in September that 97 percent of youths aged 12 to 17 play video games, and half said they played "yesterday."
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  • A new generation of game designers is borrowing from the sophisticated platforms and stunning graphics that captivate students for hours after school. They hope to channel the kind of feverish determination students exhibit when stealing a car in Grand Theft Auto and redirect it toward more wholesome pursuits, such as algebra.
  • Compelling games can help schools compete for students' attention, advocates say, even as many teenagers are tackling complex projects on the Internet in their free time.
  • Private foundations and the National Science Foundation have contributed millions of dollars to developing or studying games. The U.S. Education Department awarded a $9 million grant in September to a New York-based education firm to develop games for the hand-held Nintendo DS to weave into middle school science lessons
John Evans

New Horizon Report Insists Teachers Use Tech - Getting Smart by Dave Guymon - Competenc... - 3 views

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    "The NMC Horizon Report: 2014 K-12 Edition was released this past week, examining emerging technologies and their potential impact on teaching and learning worldwide. Part of the NMC Horizon Project, a 12-year effort, this report highlights "six trends, challenges, and emerging technologies that will affect current practice" over the next five years. Aside from being great content for your next Twitter chat, this year's iteration of the NMC Horizon Report is a must-read for 21st century educators and education policy makers alike. Following is a summary of major points."
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