21st Century Learning: Why Change? - 0 views
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Here's why-- you change for the same reason you went into teaching in the first place. You change because what you do for a living was never just a job- but more a mission. You change because you are willing to do whatever it takes to make a significant difference in the lives of the students you teach. You change because you care deeply about kids and you know that unless you personally own these new skills and literacies you will not be able to give them to your students.
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You change because of all the people in the world- teachers understand the value of being a lifelong learner. You change because you know intuitively relationships matter and you are interested in leaving a legacy to your kids-- through what you do for other's kids. You change because you understand learning is dynamic and that to not change means to quit growing.
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Why change? Because you made the decision when you first became a teacher to do something that was larger than life and more meaningful than money, recognition, and status. You became a teacher because of change-- the changes in the world you wanted to make one kid at a time. You change because you want to do what is right-- simply because it *is* the right thing to do and you understand the need to model for others so they can do what is right as well. You are use to hard work and long hours. You are use to commitment with little recognition. You know what you do has lasting results
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thought control. - 0 views
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What is a “rich task”? A rich task involves both process and product, following an inquiry-based model of learning. Students learn large amounts of new content, develop important skills and develop in interdisciplinary learning. This includes personal-management, interpersonal development, communication, ICT and particularly in thinking. Usually a “rich task” might be classified as a term’s worth of learning under the guise of “integrated studies”, but a rich task could be equally as applicable in literacy and mathematics programs (or indeed any other area of learning). Here are some key areas that I think people need to consider when aiming to plan rich tasks:
Into the Book - 0 views
Literacy with ICT | Show Me - 0 views
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C-1.1 I show and explain the plan I followed, the information I gathered, or the work I created. (examples: text, images, sound, multimedia presentations, email, tables, spreadsheets, animation, web pages...) sa1.1 logs on and off ICT devices sa1.2 opens applications and files (examples: using Start menu, My Computer, desktop icons...) sa1.5 navigates within an application (examples: using icons, menus, keyboard shortcuts...) sa2.2 manages electronic files and folders sb1.2 recognizes and presses keys on the keyboard (examples: uses one finger, uses both hands, hunts and pecks, uses correct hand position while watching the screen, demonstrates speed and accuracy...) sb2.1 selects and uses peripherals to find / record / manipulate / save / print / display information (examples: microphones, digital cameras, video cameras, electronic whiteboards, digital microscopes, joysticks, touch screens, storage devices, compact flash memory, data projectors, TVs, printers...) C-2.1 I discuss my work with others at a distance by using electronic communication tools. (examples: email, Internet, threaded discussions, videoconferences, chats, instant messages, camera phones, blogs, podcasts, online whiteboards...) sa1.11 sends and receives text messages and electronic files using rules of etiquette (examples: not typing in all capital letters, filling in subject line…) C-3.1 I communicate with a wide audience and collect feedback to improve my work.
eLearn: Feature Article - 0 views
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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:
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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
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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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Principles for a New Media Literacy_MR.pdf (application/pdf Object) - 0 views
More and More, Schools Got Game - washingtonpost.com - 0 views
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As Net-generation teachers reach out to gamers, classrooms across the country are becoming portals to elaborate virtual worlds.
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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
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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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digitalyouth-WhitePaper.pdf (application/pdf Object) - 0 views
New 30 Ideas to Teach Writing That Work - 0 views
ASCD - Educational Leadership Archives - 0 views
Send Group Messages Free | Notifu - 0 views
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