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John Evans

School Makerspaces: Building the Buzz | Edutopia - 0 views

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    "If you build it, will they come? Just because you create a makerspace (PDF) in your school doesn't guarantee that your community will embrace it. Students who have had all personal choice removed by traditional educational models can be passive and feel overwhelmed when faced with real-world problems or design challenges. Academic passivity is common in schools where students swallow content and regurgitate it on multiple-choice tests. Students simply want to know how to get the "A." This type of learning does not stick. Teachers may find the role of facilitator (or "guide on the side") uncomfortable if they are used to being the "sage on the stage." New technology in these spaces may be intimidating. Teachers need encouragement and professional development to change their mindsets and become facilitators of learning. How do you change your culture and ensure that your shiny new makerspace will empower students to acquire 21st-century skills? How do you change the culture of student apathy to encourage a mindset of doing? Follow these steps and design tips to build a culture of making and active learning."
John Evans

School Makerspaces: Building the Buzz | Edutopia - 1 views

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    "f you build it, will they come? Just because you create a makerspace (PDF) in your school doesn't guarantee that your community will embrace it. Students who have had all personal choice removed by traditional educational models can be passive and feel overwhelmed when faced with real-world problems or design challenges. Academic passivity is common in schools where students swallow content and regurgitate it on multiple-choice tests. Students simply want to know how to get the "A." This type of learning does not stick. Teachers may find the role of facilitator (or "guide on the side") uncomfortable if they are used to being the "sage on the stage." New technology in these spaces may be intimidating. Teachers need encouragement and professional development to change their mindsets and become facilitators of learning. How do you change your culture and ensure that your shiny new makerspace will empower students to acquire 21st-century skills? How do you change the culture of student apathy to encourage a mindset of doing? Follow these steps and design tips to build a culture of making and active learning."
John Evans

A Principal's Reflections: Shifting from Passive to Active Learning - 3 views

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    ""Nothing could be more absurd than an experiment in which computers are placed in a classroom where nothing else is changed." - Seymour Papert When it comes to improving outcomes in the digital age, efficacy matters more than ever.  Billions of dollars are spent across the world on technology with the hopes that it will lead to better results.  Tom Murray and I shared this thought in Learning Transformed: Educational technology is not a silver bullet. Yet year after year, districts purchase large quantities of devices, deploy them on a large scale, and are left hoping the technology will have an impact. Quite often, they're left wondering why there was no change in student engagement or achievement after large financial investments in devices. Today's devices are powerful tools. At the cost of only a few hundred dollars, it's almost possible to get more technological capacity than was required to put people on the moon. Nevertheless, the devices in tomorrow's schools will be even more robust. With that in mind, it's important to understand that the technology our students are currently using in their classrooms is the worst technology they will ever use moving forward. As the technology continues to evolve, the conversation must remain focused on learning and pedagogy-not on devices. Unfortunately, technology is not a magic wand that will automatically empower learners to think critically, solve complex problems, or close achievement gaps.  These outcomes rely on taking a critical lens to pedagogical techniques to ensure that they evolve so that technology can begin to support and ultimately enhance instruction.  If the former (pedagogy) isn't solid, then all the technology in the world won't make a difference.  As William Horton states, "Unless you get the instructional design right, technology can only increase the speed and certainty of failure.""
John Evans

Nineteen Ways for Students to Prepare for Flipped Classrooms - Flipped Learning Global ... - 2 views

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    "In a flipped classroom, students typically interact with a short micro-video (flipped video) before class and then class time is transformed into an active place of engagement and learning. Some teachers think that students take to flipped learning quickly. However, since many students have been trained in how to learn passively, they need to have explicit instructions on how to learn differently in a flipped classroom. Below is a series of suggestions teachers may find helpful to hand out to students to prepare them for a flipped classroom."
John Evans

Seven Creative Alternatives to Showing Movies Before the Break - John Spencer - 5 views

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    "December is one of the most exhausting months of the year for teachers. The days are shorter. The weather grows colder and (at least here in Oregon) wetter. Students are anxious - whether it's a buzzing excitement for vacation or a sense of dread that some kids feel in homes that are unsafe during the holidays. And teachers are tired. They're tired of redirecting behaviors and tired of the mid-year pressure of the test and simply tired of the sheer energy it takes to be a teacher. It's no wonder that so many teachers begin playing holiday movies around this time of year. They want to create a sense of fun and escape and enjoyment, and a motion picture promises exactly that. Maybe that's okay. Maybe that's a part of creating a culture of joy. But for me, movies always fell flat. For my first few years, I showed a movie the day before the winter break. However, within minutes, kids were disengaged. They were passive. It wasn't special. My students could go home and watch a movie whenever they felt like it. It had me wondering . . . was there something that they could do in my class that they couldn't do anywhere else? Was this actually the chance to do something epic and make something memorable?"
John Evans

6 Fun Projects to Code This Summer | Tynker Blog - 0 views

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    "Summer's the perfect time for a new creative outlet, but it's far too easy to slip into "consumer" mode, passively watching TV or playing video games. Coding is a great way to break the cycle and flex your creative and logical muscles. Anyone can learn to code! We've chosen six fun starter activities that help kids see that making their own games is much more fun than playing a game made by someone else. They can just fire up their web browser (or the Tynker app for tablets) and choose whichever activity most strikes their interest! Kids follow easy step-by-step instructions to make their own games and stories while creatively customizing the project as they go. They can access hundreds more free activities by going to tynker.com or downloading the Tynker app for iPads or Android tablets."
John Evans

A Model for Teacher Development: Precursors to Change | User Generated Education - 1 views

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    "Too often teachers are passive recipients of professional development rather than being active agents of their own development and change. Several recent reports have indicated that teacher professional development, as it is being implemented in most schools, is ineffective and a waste of time and money. Several studies over the past few years that have found professional development to be largely ineffective or unhelpful for teachers. Only 30 percent of teachers improve substantially with the help of district-led professional development, even though districts spend an average of $18,000 on development for each teacher per year, according to a new report. Most professional development today is ineffective. It neither changes teacher practice nor improves student learning. The hard truth is that the help most schools give their teachers isn't helping all that much. When it comes to teaching, real improvement is a lot harder to achieve-and we know much less about how to make it happen-than most of us would like to admit. (New report reveals that teacher professional development is costly and ineffective)"
John Evans

ASCD EDge - Can Educators Ignore Social Media Any Longer? - 1 views

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    "Social media enables collaboration, which for adult learning is the key to success for most adults. The best form of collaboration comes through conversation, which is often enabled by various social media tools. The key to accepting social media as a tool for learning comes in the term "Social". This requires involving other people in order to have a conversation. This requirement precludes the use of social media being a passive endeavor. It takes time to learn the tools, time to learn the culture, and time to learn the strategies to effectively learn through social media. All of this discourages people from even attempting to change what has made them comfortable in their profession. It requires effort, time, and work."
John Evans

The Qualitative Formative Assessment Toolkit: Document Learning with Mobile Technology ... - 4 views

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    "What is qualitative formative assessment? Some call it anecdotal or informal assessment. However, such designations imply passivity -- as if certain things were captured accidentally. I believe the word "formative" should always be included with the word assessment because all feedback mechanisms should help shape and improve the person (or situation) being assessed. Wedging the word "qualitative" into my terminology differentiates it from the analytic or survey-based measures that some associate with the term formative assessment."
John Evans

ISTE | The maker movement: A learning revolution - 3 views

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    "The impulse to create is one of the most basic human drives. As far back as the Stone Age, we were using materials in our environment to fashion tools for solving the problems we encountered. And in the millions of years since then, we have never stopped creating. In fact, the rise of civilization is largely defined by the progress of technology of one kind or another. Today, the availability of affordable constructive technology and the ability to share online has fueled the latest evolutionary spurt in this facet of human development. New tools that enable hands-on learning - 3D printers, robotics, microprocessors, wearable computers, e-textiles, "smart" materials and new programming languages - are giving individuals the power to invent. We're not just talking about adults. Children of all ages can use these tools to move from passive receivers of knowledge to real-world makers. This has the potential to completely revolutionize education as we know it. And the movement has already begu"
John Evans

14 Tools to Turn Game-Obsessed Kids Into Genuine Game Designers | Common Sens... - 2 views

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    When you look at your kids playing video games, you might worry they're wasting time and energy passively staring at a screen and pressing buttons. But what if their play time was actually a creative outlet that fostered their imaginations? More and more games, apps, and websites are letting kids as young as kindergartners create anything they can think of -- and it doesn't have to take a ton of time. Even better, most of these tools don't require kids to be skilled programmers or computer experts to design and build creative, entertaining experiences. Whether your kids enjoy creating fun new game elements, editing existing game content, or fully designing their own games from scratch, these programs can help bring their ideas to the screen.
John Evans

From STEM to STEAM; Passing Through Coding, Tinkering & Making by Marco Vigelini | Code... - 0 views

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    "A lot of people limit themselves only to use things without wondering how they work internally or without having the ability to look inside and possibly make changes.This means that we renounce a better understanding of the objects that surround us and we become mere passive users of systems, mechanisms and technology. By cultivating the maker philosophy and promoting tinkering and coding, we can lay a solid foundation for those kids and young people who are intrigued by science, technology, art, engineering and maths. We can also involve more girls to encourage them to choose future career paths in scientific and  technological areas."
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

How will iPad picture books affect young reader's literacy? | The Digital Media Diet - 13 views

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    "I have been thinking a lot about the topic of literacy as I review iPad books at Digital Storytime. As the mother of a preschooler who is just now learning to read, the idea of digital books both delights and terrifies me. When I first read an iPad book to my son, back in April of 2010, I had a sick feeling in the pit of my stomach. What did these new picture books, with their instant appeal, mean for print books and more importantly, for reading as a pastime? Would my son 'read' or would he instead be distracted by books he could passively watch, or even worse, books that were more like toys and less like educational tools for literacy?"
John Evans

Your essential guide to YouTube playlists - Daily Genius - 0 views

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    "YouTube has been around for quite a long time. You'd think that, by now, we'd have got the hang of it. Yet most of us are pretty passive users - watching videos when they're emailed to us or we spot them on social media. We see a link, click and sit back. Hardly any of use use the playlist facility, for example. Those of you who use YouTube to host your own video, and channels, really ought to get with the programme on this one. Playlists allow you to organise you users' viewing - you can place videos in a logical order so that things make sense. And the videos auto play, so that your viewers will follow the programming you've given them, and watch for longer - and it's that viewing time that seriously helps in the optimisation (fundability) of videos on YouTube."
John Evans

3 Best Free Flashcard Apps for Students | Edudemic - 4 views

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    "According to an article on Time.com about the best and worst learning techniques, active learning methods (e.g. writing) are far more useful for long-term retention than passive learning methods (e.g. highlighting or underline words). One of the best ways? Surprisingly enough: flashcards, according to research from the Association of Psychological Science."
John Evans

Perfecting the Connected Classroom of the future - Innovate My School - 2 views

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    "The technological landscape in schools is always evolving. As consumer trends like social networking, mobile applications and smart devices continue to make their way into the classroom, students are increasingly expecting an atmosphere of more interaction and less presentation. Beyond their expectations, the reality is that - as shown by multiple studies - students learn more through interaction and doing things for themselves, rather than passively absorbing content."
John Evans

iPads could be good for toddlers because they are more like traditional play - Telegraph - 1 views

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    "Not all screen time is bad for toddlers as iPads and smartphones can help them learn in the same way as interactive play, scientists have found. Last year the National Institute for Health and Care Excellence (Nice) recommended that children should have TV-free days and limit screen time to a daily maximum of two hours. Yet new research from the Department of Paediatrics and Child Health at Cork University Hospital in Ireland suggests that touch screen technology has a different impact on the brains of toddlers to simply passively observing a programme."
John Evans

Inspired To Educate - "STEAM: Creating A Maker Mindset" by @vvrotny and @speterson224 - 1 views

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    "As parents and teachers, we encourage our kids to become well rounded people who love learning.   In our world of cell phones, ipads, and computers, it's easy for kids to become passive consumers of media and technology.   We, however, want are kids to be active, curious, and creative.   Since I'm a musician and a software engineer, I hope that my kids learn to express themselves emotively and become creative thinkers.   We're trying to foster a family culture where we are active, encourage tinkering, and building physical things with our hands.    With these ideas in mind, I wanted to share a great video I found by Vinnie Vrotny and Sheryl Peterson entitled "STEAM: Creating A Maker Mindset."   In this conference talk from the K12 Online Conference in 2013, they share their experiences encouraging a "maker" mindset in the Quest Academy .   Their school has a very unique class teaching design thinking to kids.    It's giving me lots of ideas for building a maker environment for our family.    In this class, Sheryl encourages her students to invent a creative design problem and solve it.   With the tools and support of the teacher, the kids are encouraged to build their design.    In some cases, the kids ask Sheryl to assign a problem to them.    The kids aren't used to having creative freedom to design and make.    In these cases, Sheryl encourages the students to keep thinking."
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