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John Evans

wwwatanabe: Digital Storytelling and Stories with the iPad - 4 views

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    "Digital storytelling is an art form conveying a message. It uses images and voice narration to convey emotion with the message, and to ignite empathy from the audience. It incorporates storyboarding and writing a script. It is created with digital tools and published on the Internet."
John Evans

A Parent's Resource Guide to Social and Emotional Learning | Edutopia - 0 views

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    "Edutopia's curated list of blogs, articles, and videos for parents about fostering kindness, empathy, resilience, perseverance, and focus in children."
John Evans

RSA Shorts - The Power of Empathy - 4 views

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    "What is the best way to ease someone's pain and suffering? In this beautifully animated RSA Short, Dr Brené Brown reminds us that we can only create a genuine empathic connection if we are brave enough to really get in touch with our own fragilities. "
John Evans

The Future of Play In Education - 4 views

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    "Hi everyone, I have been looking at the future of play for about 5 years and have spoken about the topic at MIT and written about it in Fast Co. Design, Parents Magazine and The Atlantic. Recently, I summed up the research into a poster for parents and teachers to help them frame the value of play in education (see below attachment). I think this excerpt from my Atlantic article said it best, "Someday, rather than measuring memorization as an indicator of progress, we will measure our children's ability to manipulate (deconstruct and hack), morph (think flexibly and be tolerant of change), and move (think "with their hands" and play productively). Standardized aptitude tests will be replaced by our abilities to see (observe and imagine), sense (have empathy and intrinsic motivation), and stretch (think abstractly and systemically). We will advance our abilities to collaborate and create." The future favors the flexible. And that's another reason this poster has + signs at the top of each category - because the superpowers of play we will need for a constantly evolving world is always changing and it encourages everyone to add their own powers of play. I look forward to your thoughts and comments. Laura http://www.lauraseargeantrichardson.com LinkedIn: laurasgt "
John Evans

4 Characteristics Of Learning Leaders - 1 views

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    "A number of insightful writers have suggested the skills that people need in order to cope with the 21st century. One of my favourites that appears to summarise all of them is from Jackie Gerstein who has put together a neat pictorial of these skills. See also Tony Wanger's work, which Jackie acknowledges. The skills she has identified are: effective oral and written communication; collaboration across networks; agility and adaptability; grit; resilience; empathy and global stewardship; vision; self-regulation; hope and optimism; curiosity and imagination; initiative and entrepreneurialism; and critical thinking and problem solving. Some of the implications of self-determined learning are:"
John Evans

Makers in the Classroom: A How To Guide | EdSurge News - 2 views

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    "You see it everywhere in K-12. Kindergarteners design toys for their friends to practice empathy, while learning to use a saw and glue-gun along the way. Second graders deepen their understanding of character traits while designing and sewing puppets to represent a character in a folk-tale. In high school physics, students make wind turbines in order to internalize an understanding of how magnetism can create electricity. The "it" I'm referring to is "Making," and simply put, Making is any activity where people create something, often with their hands."
John Evans

Makers in the Classroom: A How To Guide | EdSurge News - 5 views

  • At Lighthouse Charter School, we use three Making-inspired models: open-ended student-driven projects, integration into curriculum, and Making-focused curriculum. While a single project may involve more than one of these models, you can use these categories to start thinking about Making in your own classroom, school, or educational program.
  • Open-ended student-driven projects ask students to do most of the heavy lifting. The open-ended projects have a strong focus initially on the heart, and a student’s interests--”What are you passionate about? What gets you excited? What would just be cool?” But to create a final project, the mind and hands must get involved as well.
  • Integrating Making into curriculum happens when Making is tied to core academic curriculum or standards, in order to enhance student understanding. For example, when students build circuits using open-ended materials to introduce to concepts about electricity, design bridges to withstand an earthquake as part of a geology study, and deepen their understanding of geometry by programming shapes in LOGO (a computer language developed as a tool for learning), they engage their hands to solidify and deepen the concepts that they are already learning in the classroom.
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  • In Making-focused curriculum, the goal is to focus on the Making process and skills, shifting from a focus on academic content/standards to a focus on the Making itself. A kindergarten study of sewing, a robotics elective, or a few class sessions on programming with Scratch fit this model. An important consideration is whether to concentrate on process (such as ideation and prototyping), skills (such as soldering, programming, and sewing), or both, and then tailor instruction to fit those goals. When I design Making classes that focus on process, I have my students write reflections and engage in whole-class discussions to help students think about how they worked through obstacles throughout the project process.
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    "You see it everywhere in K-12. Kindergarteners design toys for their friends to practice empathy, while learning to use a saw and glue-gun along the way. Second graders deepen their understanding of character traits while designing and sewing puppets to represent a character in a folk-tale. In high school physics, students make wind turbines in order to internalize an understanding of how magnetism can create electricity. The "it" I'm referring to is "Making," and simply put, Making is any activity where people create something, often with their hands. I often define Making by looking at what people bring to the Maker Faire, which does include more technical aspects like 3D printing, physical computing and programming. But Making also includes woodworking, growing food, making art and crafts."
John Evans

How to Make the Most of the World's Top Photo Feeds in the Classroom | Edudemic - 2 views

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    "From the smartphone Annie Leibovitzes to the Instagram Ansel Adams, it seems that everybody is a photographer these days. This is a fact teachers can and should take advantage of in the classroom - and for many reasons more than to expand the student photo repertoire beyond the selfie (though that is certainly an admirable goal). While a good lesson in photography itself is a fruitful place to start, digital photography can be a launching point for lessons in writing creatively, thinking critically, expanding the student worldview and building empathy that extends far outside the classroom. Let's take a look at a few of the best photo sites out there today and discuss a number of ways you can make the most of them in your classroom."
John Evans

Laura Seargeant Richardson - The Superpowers of Play - 0 views

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    " have been looking at the future of play for about 5 years and have spoken about the topic at MIT and written about it in Fast Co. Design, Parents Magazine and The Atlantic. Recently, I summed up the research into a poster for parents and teachers to help them frame the value of play in education (see below attachment). I think this excerpt from my Atlantic article said it best, "Someday, rather than measuring memorization as an indicator of progress, we will measure our children's ability to manipulate (deconstruct and hack), morph (think flexibly and be tolerant of change), and move (think "with their hands" and play productively). Standardized aptitude tests will be replaced by our abilities to see (observe and imagine), sense (have empathy and intrinsic motivation), and stretch (think abstractly and systemically). We will advance our abilities to collaborate and create." The future favors the flexible. And that's another reason this poster has + signs at the top of each category - because the superpowers of play we will need for a constantly evolving world is always changing and it encourages everyone to add their own powers of play. "
John Evans

How to start using game education (plus 4 games worth trying) - Daily Genius - 2 views

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    "Jean Piaget once said that "play is the answer to how anything new comes about." As educators in the digital age, it is important that we embrace the power of play in our classrooms. One of the ways that we can redefine our practice is by using game education in our schools. Game education is a powerful way to engage 21st century learners in a variety of cognitively complex tasks that lead to deeper levels of understanding. Educational games help students to learn about certain subjects, expand their thinking on specific concepts, and reinforce skill development while they play while increasing engagement, empathy and excellence in the classroom."
John Evans

Building Innovations Around Experiences : The Skills and Dispositions of Accomplished A... - 0 views

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    "In schools today the pace of change and shifting sands are quick. Skilled administrators need to wear many hats and be strategic yet operational at the same time. They must build empathy, be inclusive and build a learning culture where shared decision-making allows teachers and students to thrive. "
John Evans

Autism Discovery Tool - Teachers With Apps - 0 views

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    "Teaching compassion, empathy, or knowing how to help someone is best learned through direct experience. Autism Discovery Tool, by Spectrum Idea Lab Inc. is one such app that promotes not only understanding, but also ways to help address an individual's needs, and gives kids and adults a chance to "walk a mile in someone's shoes". It was intended as a tool to help kids on the spectrum, their families and caretakers identify both sensory styles and compensatory techniques so that they could open up a dialogue to communicate and share experiences. This little app however, has a much more powerful impact and reach. I consider it an essential app for all classrooms and families who deal with sensory issues, and not limited to those on the autistic spectrum alone."
John Evans

Game Jams: Students as Designers | K12 Online Conference - 1 views

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    "Game jams have been growing in popularity. In a game jam, teams are challenged to design a game in a short period of time. In essence, game jams are a game about making a game. Students apply systems thinking, user empathy, collaboration, storyboarding, and iterative design, while also learning how to tackle broad, open-ended problems. Matthew Farber, author of Gamify Your Classroom: A Field Guide to Game-Based Learning, will discuss his use of game jams in his middle school social studies classes, as well as digital game jams in the after school club he advises. He will share resources from the Moveable Game Jams he attended in the New York area this year, including Quest to Learn, in New York City, as well as the A. Harry Moore School Game Jam Day, in Jersey City, NY, which he facilitated."
John Evans

This Neuroscientist Wants to Know Your Brain On Art-and How It Improves Learning | EdSu... - 2 views

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    "Research around the way humans learn is booming these days. Consider viral brain-based teaching trends and explorations of how the act of teaching shapes kids' brains. Mariale Hardiman, vice dean of academic affairs at the Johns Hopkins School of Education and and director of Johns Hopkins' Neuro-Education Initiative. But studying how the brain learns doesn't necessarily mean memorizing proteins and brain chemistry. Sometimes it's about empathy-or in the case of some of the latest research coming out of Johns Hopkins, it's about understanding how art plays a role in learning. One person who has closely watched, and even shaped, the coevolution of neurosciences with education is Mariale Hardiman, vice dean of academic affairs at the Johns Hopkins School of Education. The education professor is also the co-founder and director of Johns Hopkins' Neuro-Education Initiative, a center that aims to bring together research on learning and neuroscience, teaching and education. EdSurge sat down with Hardiman recently to learn about the Initiative' recent findings around how injecting art into lessons across disciplines can boost memory and retention. (This conversation has been lightly edited and condensed for clarity.)"
John Evans

PBS Show Will Teach Preschoolers How To Think Like Computers | EdSurge News - 0 views

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    "As society anticipates a future filled with artificial intelligence, experts are theorizing ways that we humans can outperform the computers that are being programmed to perfection. Some believe educators should focus on building soft skills like empathy and interpersonal communication so humans and robots can complement one another. However, other education thought leaders are ready to beat computers at their own game by teaching people to think like intelligent machines. Why do so many of our kids struggle with math problem-solving? Because they don't know where to start; they don't know how to decompose the problem. Heidi Williams The term for getting humans to think like computers has been coined Computational Thinking, and the idea is taking off. Author Heidi Williams can attest to its popularity after her book on the subject, No Fear Coding Computational Thinking Across the K-5 Curriculum, sold out at the International Society for Technology in Education conference. Inside the book, Williams breaks down computational thinking standards into four parts: 1. Formulating problems through data analysis, abstract models and algorithmic thinking; 2. Collecting, analyzing and presenting data; 3. Breaking down problems into parts and extracting information to understand the system in place; and 4. Using algorithmic thinking to develop sequences and testing automated solutions."
John Evans

Design thinking vs computational thinking in education - 3 views

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    "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?"
John Evans

Robot-Enhanced Creative Writing and Storytelling (featuring Ozobot and Wonder's Dot) | ... - 1 views

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    "There have been complaints leveraged against out of the box robots like Dash and Dot, Ozobot, Hummingbird, Sphero. The complaints usually revolve around the canned and prescriptive nature of their uses and programs, that they lack creative engagement by the younger users. I personally love the excitement my learners have using these robots. As with all tools and technologies and with creative framing, though, they can be used in creative and imaginative ways. Mention robots to many English teachers and they'll immediately point down the hall to the science classroom or to the makerspace, if they have one. At many schools, if there's a robot at all, it's located in a science or math classroom or is being built by an after-school robotics club. It's not usually a fixture in English classrooms. But as teachers continue to work at finding new entry points to old material for their students, robots are proving to be a great interdisciplinary tool that builds collaboration and literacy skills. (How Robots in English Class Can Spark Empathy and Improve Writing) This past term, I had my 2nd through 4th grade students work on their robot-enhanced creative writing and stories. In small groups, students were asked to create a fictional storyline and use StoryboardThat.com to create both the physical scenes and the accompanying narrative. As part of their directions, they were told that they were going to create a 3D setting out of cardboard boxes, foam board, LED lights, and other craft materials; and that they would use Wonder's Dot with the Blocky App and Ozobot as the characters in their stories. Preparation time was divided between storyboarding, creating the scene, and learning how to use/code the robots. Because of all of the preparation and practice, the recording actually went quite quick and smoothly. Here is a break down of the learning events that learners were asked to complete:"
John Evans

What happens when students embrace design thinking? - A.J. JULIANI - 1 views

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    "The Global Day of Design just wrapped up on May 2nd. If you want to see what happens when 80,000+ students embrace design thinking, check out the Twitter stream and #GDD17 hashtag! Students from six different continents (over 20 countries) participated and rocked this event in the second year in existence. Teachers and entire schools carved time out for students to not only beginning with empathy, not only brainstorm and navigate ideas, but to make, create, build, and design while in school. This was only one day, and although the event was a success for our students, the real question is: What happens when students embrace design thinking beyond one day?"
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