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John Evans

Modeling Inspiration: Where Data Science and Creativity Meet | Innovation Insights | Wi... - 1 views

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    "The growing influence of data science is no less pronounced in industries where the output is creative. It may, in fact, be more pronounced … or at least more transformative."
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

"Most Likely To Succeed" Shows How Classrooms Modeled On Real Life Can Help Kids Succee... - 2 views

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    "Education-bashing has become something of a national sport in the United States. From hurling criticism about slipping test scores, socio-economic disparity, dropout rates, to raising concerns about poor teaching standards and school resources, the popular narrative is that U.S. schools are failing children. There's good reason for the pile-on: in many cases, the problems are real. While most of the conversation around education reform centers on how to address these existing issues, another point of view has been gaining momentum over the last several years. It's a point of view that is less focused on fine-tuning the current system for high performance-since the system was built in 1893 with the goal of churning out "good workers"-and more about rethinking education entirely and how it meets the world's rapidly changing economy in the information age. This topic is explored in depth in the feature-length documentary, Most Likely to Succeed, which premiered at Sundance and will appear at the Tribeca Film Festival April 24. In the film, director, writer and producer Greg Whiteley casts a light on the shortcomings of established education methods by focusing on one school that's defying convention, San Diego's High Tech High. While following two ninth-grade classes for a year, with classroom instruction unlike anything you've ever seen, the doc offers some inspirational ideas for how to help students rise to the occasion of an innovation economy that requires critical thinking."
John Evans

Blended Learning: Personalizing Education for Students - 3 views

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    "Blended Learning: Personalizing Education for Students"
John Evans

21st Century Pedagogy | 21st Century Connections - 0 views

  • Even if you have a 21st Century classroom (flexible and adaptable); even if you are a 21st century teacher ; (an adaptor, a communicator, a leader and a learner, a visionary and a model, a collaborator and risk taker) even if your curriculum reflects the new paradigm and  you have the facilities and resources that could enable 21st century learning - you will only be a 21st century teacher if how you teach changes as well. Your pedagogy must also chang
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    Even if you have a 21st Century classroom (flexible and adaptable); even if you are a 21st century teacher ; (an adaptor, a communicator, a leader and a learner, a visionary and a model, a collaborator and risk taker) even if your curriculum reflects the new paradigm and you have the facilities and resources that could enable 21st century learning - you will only be a 21st century teacher if how you teach changes as well. Your pedagogy must also change.
John Evans

Interactive Teaching Programs (ITPs) - 0 views

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    These programs have been developed by the Primary National Strategy to provide simple ICT-based images to support modelling, demonstration and exploration of mathematics.
John Evans

Big6 » What is the Big6™? - 0 views

  • Developed by educators Mike Eisenberg and Bob Berkowitz, the Big6 is the most widely-known and widely-used approach to teaching information and technology skills in the world. The Big6 is an information and technology literacy model and curriculum, implemented in thousands of schools - K through higher education. Some people call the Big6 an information problem-solving strategy because with the Big6, students are able to handle any problem, assignment, decision or task.
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    Developed by educators Mike Eisenberg and Bob Berkowitz, the Big6 is the most widely-known and widely-used approach to teaching information and technology skills in the world. The Big6 is an information and technology literacy model and curriculum, implemented in thousands of schools - K through higher education. Some people call the Big6 an information problem-solving strategy because with the Big6, students are able to handle any problem, assignment, decision or task
John Evans

Learning Conversations | David Truss :: Pair-a-dimes for Your Thoughts - 0 views

  • Not the Knowing, but the Process of Inquiry. Not covering the curriculum, but ‘uncovering’ the curriculum. A focus in innovation and creativity… how do we model this… every day? Maureen also spoke of the 5 needs that we (students/teachers/learners) have: The need to feel confident, The need to feel like we belong, The need to be potent- feel you have made a difference, The need to feel useful, and The need to have a sense of optimism
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    From the site: "Not the Knowing, but the Process of Inquiry. Not covering the curriculum, but 'uncovering' the curriculum. A focus in innovation and creativity… how do we model this… every day? Maureen also spoke of the 5 needs that we (students/teachers/learners) have: The need to feel confident, The need to feel like we belong, The need to be potent- feel you have made a difference, The need to feel useful, and The need to have a sense of optimism"
John Evans

A Neurologist Makes the Case for the Video Game Model as a Learning Tool | Edutopia - 1 views

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    "A Neurologist Makes the Case for the Video Game Model as a Learning Tool"
Lisa Z

Univariate GLM: Statnotes, from North Carolina State University, Public Administration ... - 0 views

  • Likewise, the F test of overall model significance shown for the "Corrected Model" row of the GLM Univariate table is the same as that in the Regression ANOVA table.
  • Full Factorial ANOVA: Factorial ANOVA is for more than one factor (more than one independent -- hence for two-way ANOVA or higher), used to assess the relative importance of various combinations of independents. In a full factorial design, the model includes all main effects and all interactions among the factors but does not include interactions between the factors and the covariates. As such factorial anova is not a true separate form of ANOVA design but rather a way of combining designs. A design matrix table shows the intersection of the categories of the independent variables. A corresponding ANOVA table is constructed in which the columns are the various covariate (in ANCOVA), main, and interaction effects. See the discussion of two-way ANOVA below. Example.
  • Balanced designs are simply factorial designs where there are equal numbers of cases in each subgroup (cell) of the design, assuring that the factors are independent of one another (but not necessarily the covariates). Unbalanced designs have unequal n's in the cells formed by the intersection of the factors.
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