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John Evans

Maker Education and Experiential Education | User Generated Education - 3 views

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    "As those who follow me on Twitter and via this blog know, I am an advocate of the Maker Education movement.  The reason, as I've mentioned, is that I come from a background in Experiential Education.  Many of underlying principles and learning activities related to maker education fit nicely into the tenets and principles related to experiential education.  Since this discipline-learning philosophy has been around a lot longer than the more formalized, current maker education movement, those attempting to move maker education into more traditional educational settings might draw from the writings and literature of experiential education to help explain and contextualized maker education."
John Evans

Framing and Frontloading Maker Activities | User Generated Education - 3 views

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    "As I've mentioned in other posts, I come from a background in Experiential Education (yes, it is a specific professional discipline). I've also discussed reflecting on the activities to increase the chances of extracting learning as well as transferable skills and knowledge from the activities which is an integral part of experiential education - see my previous posts, Where is reflection in the learning process? and The Maker as a Reflective Practitioner. Another concept common to Experiential Education, that also increases the chances that transferable skills and knowledge result, is framing or frontloading the activities as part of introducing them."
John Evans

The Imperative of Experiential and Hands-On Learning | User Generated Education - 2 views

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    "For the past several decades, I have had my feet in both elementary education and teacher training and development. Regardless of age, grade level, and setting, I include hands-on and experiential learning as a integral part of my instruction. It is learning by doing with a reflective element which, in turn, creates conditions for deeply engaged learning."
John Evans

Learning and Teaching with iPads: Discovery learning with augmented reality - 6 views

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    "Augmented reality (AR) is a tool educators should consider using as it provides discovery and experiential experiences creating more opportunities for students to make deeper connections and understandings. Additionally the 2010 and 2011 Horizon Reports, predict that the use of augmented reality in education will be widespread within two to three years. "
John Evans

39 Tools To Turn Your Students Into Makers From edshelf - 6 views

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    "The Maker Movement is one of creativity and invention. Of Do-It-Yourself ingenuity. Of making things with your own hands. Building something from scratch can shift a lesson from a lecture into an experience. Students can play, diverge, tinker, make mistakes, help each other, and express themselves with the appropriate guidance of a teacher/facilitator. The end result can be anywhere from an honest try to a creative wonder. Whatever the case, consider adding the following tools to your experiential learning toolkit. Curated by elementary school technology coach Elizabeth Espinoza, this comprehensive collection contains web, desktop, and mobile apps that can help your students become makers and inventors."
John Evans

Edutopia Research Projects | Edutopia - 1 views

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    " Knowledge in Action Research Helping to Make the Case for Rigorous Project-based Learning One of the Foundation's current initiatives is a research program, called Knowledge in Action, designed and managed by a collaborative group of learning scientists, curriculum experts, teacher leaders, and Foundation staff. The research team is applying a rigorous PBL approach to college-preparatory courses, so that students can participate in authentic tasks that provide an experiential platform for learning that prepares them for college and careers."
John Evans

Alternative Assessments and Feedback in a MakerEd Classroom | FabLearn Fellows - 0 views

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    "According to Google Trends (see photo), a new term came into existence and quickly became synonymous with progressive education and a resurgence of STEAM education in America. That term is maker education, or makered for short, and can be seen in the graph as "born" according to google searches, around September of 2004. Although the exact number of makered programs is not currently known, schools that employ a progressive pedagogy (insert the word innovative for those working in the 21st century) or schools that make claims regarding the importance of differentiation, constructivism or experiential learning have built or are building makered programs. At first these programs seemed to be dependent on having state of the art Maker Spaces or FabLabs and high-tech tools, as most were found in well-funded private schools. That picture has changed rapidly in the past ten years since the makered movement has gained popularity, however. More and more public/charter schools and nonprofit programs are building programs for the average American child, that rival many private school programs. In fact, programs with limited budgets and space have reminded us that scarcity or "disability," are invaluable teachers in any good maker culture, as they breed creativity and self-reliance. Many of the makered programs serving lower income communities have access to mentors who never stopped working with their hands, even when it fell out of status in a consumer driven America in the 1980's (Curtis 2002). While lower income mentors may not know Python or what an Arduino is, they are skilled carpenters, mechanics, seamstresses, cooks and know what it means to be resourceful. "
John Evans

iPods are Learning Tools Not Just Entertainment Devices | Mr. Keenan - 5 views

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    "3 words to describe education today? Transitional, Experimental, Experiential "
John Evans

GLOBE Canada -- What is GLOBE? - 0 views

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    GLOBE is an experiential science program. It's hands-on learning for grades K-12. As a foundational science program, GLOBE has a structure that can be enhanced with art, writing, and leadership skills. The program is used worldwide in more than 100 countries.
John Evans

Second Life in Education » educationaluses - 0 views

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    The unique qualities of a 3D virtual worlds can provide opportunities for rich sensory immersive experiences, authentic contexts and activities for experiential learning, simulation and role-play, modelling of complex scenarios, a platform for data visualisation and opportunities for collaboration and co-creation that can not be easily experienced using other platforms. Second Life is completely user-generated 3D environment that comes with relatively easy-to-use building and scripting tools that anyone can learn. This makes it an ideal platform for engaging students in creating their own learning activities, experiences and environments, and not just be passive consumers of learning.
John Evans

25 Of The Best Resources For Teaching With YouTube - 1 views

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    "As both hardware and software design improve, the possibility of mobile learning is increasingly accessible. Video is undoubtedly at the core of a modern mobile learning experience. (As opposed to, say, an early 20th century "mobile" experience that was likely hands-on, place-based, and experiential.) To actually be useful beyond the cool-video-as-a-writing-prompt-every-once-in-a-while stage is going to require smarter tools. Teachers need to be able to capture, upload, download, edit, slow down, speed up, annotate, curate, share, and otherwise "own" video content so that is fully merges with everything else. With that in mind, below are 25 of the best resources for teaching with YouTube. Some are web-based, some are apps, and others are guides or tips. Let us know in the comments what your favorites are that we might've missed!"
John Evans

9 Roles For The Teacher That Leads - 1 views

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    "Jackie Gerstein's User Generated Education is a favorite of ours, with her ideas on self-directed learning, connectivity, experiential learning, and other strands of progressive teaching and learning very much in aligned with our own thoughts on what a modern learning experience should look like. At the core of Gerstein's thinking is the idea of making-hands on creation of compelling stuff that reflects what's important to students. She has recently released a new book on this idea, The Educator as a Maker Educator. Among the ideas offered up in the book is exactly what you might expect from the title-reenvisioning the role of the teacher, this time as a "maker educator.""
John Evans

What Your Students Really Need to Know About Digital Citizenship | Edutopia - 4 views

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    "In my classroom, I use two essential approaches in the digital citizenship curriculum that I teach: proactive knowledge and experiential knowledge. "
John Evans

Where Edtech Can Help: 10 Most Powerful Uses of Technology for Learning - InformED : - 2 views

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    "Regardless of whether you think every infant needs an iPad, I think we can all agree that technology has changed education for the better. Today's learners now enjoy easier, more efficient access to information; opportunities for extended and mobile learning; the ability to give and receive immediate feedback; and greater motivation to learn and engage. We now have programs and platforms that can transform learners into globally active citizens, opening up countless avenues for communication and impact. Thousands of educational apps have been designed to enhance interest and participation. Course management systems and learning analytics have streamlined the education process and allowed for quality online delivery. But if we had to pick the top ten, most influential ways technology has transformed education, what would the list look like? The following things have been identified by educational researchers and teachers alike as the most powerful uses of technology for learning. Take a look. 1. Critical Thinking In Meaningful Learning With Technology, David H. Jonassen and his co-authors argue that students do not learn from teachers or from technologies. Rather, students learn from thinking-thinking about what they are doing or what they did, thinking about what they believe, thinking about what others have done and believe, thinking about the thinking processes they use-just thinking and reasoning. Thinking mediates learning. Learning results from thinking. So what kinds of thinking are fostered when learning with technologies? Analogical If you distill cognitive psychology into a single principle, it would be to use analogies to convey and understand new ideas. That is, understanding a new idea is best accomplished by comparing and contrasting it to an idea that is already understood. In an analogy, the properties or attributes of one idea (the analogue) are mapped or transferred to another (the source or target). Single analogies are also known as sy
John Evans

Documenting Learning | User Generated Education - 3 views

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    "I am excited about the current trend towards maker education but I believe it needs to embrace a full cycle of learning including engaging in reflection. Reflection within the maker movement and maker education can occur through a process of documenting learning."
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