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John Evans

Kahoot! is gamifying the classroom (Wired UK) - 2 views

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    ""The minute you're born, you learn by playing together," says Åsmund Furuseth, VP for business development of Kahoot!, a game-based learning platform with one exclamation mark and 13 million monthly users. Furuseth and his colleagues at Kahoot! want students, parents and teachers to keep that process going into school and beyond. His company enables anyone to create their own game-based educational content, and helps to found new types of classrooms in which to best exploit it. Furuseth tells WIRED.co.uk he wants to "create an emotional connection between the learners so that they learn much better together -- this is what we believe is the future of how you learn"."
John Evans

The Ultimate Guide to Gamifying Your Classroom | Edudemic - 1 views

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    "Gamification is the process by which teachers use video game design principals in learning environments. The effects are increased student engagement, class wide enjoyment of academic lessons, and high levels of buy-in, even from your most reluctant learners. When gamifying a classroom there are several things you'll need to consider. The first is content, as in what are you trying to teach? Like any lesson or unit plan, you'll need to figure out how to organize and assess new material. You'll also need to consider your students. What kind of learners are they? What information do they already know? You'll need to have a basic understanding of your students' technology skills and how much support each student may need. You'll want to consider putting together a training manual or some other support system for students who may need extra help. You'll also need to consider your own comfort level with technology and the actual technology available to you. These considerations may lead you to designing your own game, or relying one a template or already built quest."
John Evans

The 7 Attitudes of Innovators | Inc.com - 5 views

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    "I've been reflecting on what it was like each time I started a new venture. For Rubicon Project, my co-founders and I were brimming with excitement, passion, and energy. We knew what we were creating was going to disrupt the media industry and make it better, faster, smarter. But maintaining that high has been difficult. Eight years later, I've found that our excitement, passion and energy at Rubicon comes in waves. It's so easy to get caught up in the day-to-day monotony and slowly drift away from the very mindset that is our company's foundation. How can we return to that attitude of innovation? So I spent some time wondering what had first motivated us: the original idea? The opportunity we recognized? The team we had assembled?  Then I realized it had been the opportunity for disruption. We all recognized an opportunity and had ideas on how to capitalize on that opportunity, but the excitement, passion, and energy was born out of the realization that a single idea could change the way an entire industry operated. My next thought jumped to other famous inventors and wondering about their disposition when they created their innovations. This step required some research, so I decided to study some of history's greatest innovators. I reflected upon the innovative people I work with and those that I most admire. Through this process, I discovered that there is a definitive mindset of innovation, and I broke it down to seven attitudes."
John Evans

The difference between fixed and growth mindsets - Daily Genius - 2 views

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    " When you fail, what is your thought process? Do you feel like you let yourself down because you didn't have innate ability? Instead, do you feel like you just haven't learned enough yet? Based on your answers, you might be able to easily distinguish between having a fixed mindset versus a growth mindset. This is a critical thing to understand for anyone looking to better understand how they learn and how they let themselves learn."
John Evans

Students as Designers: Game Jams! | Edutopia - 1 views

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    "Game jams have been growing in popularity across college campuses and in out-of-school programs. In a game jam, teams are challenged to design a game in a short period of time. Often, there is a theme, like making a game about math or environmental problems. This April, the Now I Get It Jam took place at Carnegie Mellon University. It had a "transformative" (social impact) theme that included teachers in the design process. Challenges for the weekend-long event included "Human-Centered Design for Teens" and "Common Core Math for Parents.""
John Evans

Embracing Student Creativity With a Wonder Shelf | Edutopia - 2 views

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    "s a high school math teacher, it was important for me to create a learning space that welcomed on-demand wonder and exploration. I knew that I planned to have a few essential hands-on math tools, and in the last few years, I also knew that I needed to have other items that were essential for providing kids more creative freedom. With a few containers, manipulatives, and supplies, along with some technology, I created a space that my students would go on to name "the wonder shelves." What you are about to read was not an overnight process, but one that grew over an eight-year span."
John Evans

Who Is a Maker? - Bright - Medium - 0 views

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    "Who is allowed to "make"? Who is celebrated for hand-fashioning all sorts of devices, objects, artworks and comestibles - and perhaps picking up some critical thinking skills in the process? These questions have been percolating in the "maker community" for some time - and gained relevance when 14-year-old Ahmed Mohamed was arrested last month after his homemade clock was mistaken for a bomb."
John Evans

9 Maker Projects for Beginner Maker Ed Teachers | Teach.com - 0 views

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    "Maker education (often referred to as "Maker Ed") is a new school of educational thought that focuses on delivering constructivist, project-based learning curriculum and instructional units to students. Maker education spaces can be as large as full high school workshops with high-tech tools, or as small and low-tech as one corner of an elementary classroom. A makerspace isn't just about the tools and equipment, but the sort of learning experience the space provides to students who are making projects. Maker Ed places a premium on the balance between exploration and execution. Small projects lend themselves to indefinite tinkering and fiddling, while larger projects need complex, coordinated planning. Often, small projects can organically grow into larger and larger projects. This deliberate process strengthens and enriches a learner's executive functioning skills. Additionally, communication and collaboration are two of Maker Ed's fundamental values. Making allows learners to practice their social communication skills in a variety of groupings, whether affinity-based, role-specific or teacher-assigned. It's important for all different groups to be present in student learning spaces so that all students can practice their social skills in multiple settings. Lastly, Making presents unique opportunities to generate flow learning and allow the teacher to leverage high-interest projects and activities and turn them into learning objectives within a curriculum. Maker education provides space for real-life collaboration, integration across multiple disciplines, and iteration-the opportunity to fail, rework a project and find success. The benefits of a cooperative learning environment are well documented in a makerspace. If you are wondering how to connect these projects back to the Common Core Standards, check out PBL Through a Maker's Lens and Woodshop Cowboy."
John Evans

Alternatives To Homework: A Chart For Teachers - 4 views

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    "Part of rethinking learning means rethinking the bits and pieces of the learning process-teaching strategies, writing pieces, etc. Which is what makes the following chart from Kathleen Cushman's Fires in the Mind compelling. Rather than simply a list of alternatives to homework, it instead contextualizes the need for work at home (or, "homework"). It does this by taking typical classroom situations-the introduction of new material, demonstrating a procedure, etc.), and offering alternatives to traditional homework assignments."
John Evans

Our growing movement - The Startup Classroom - 1 views

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    "We are excited to share the great work of educators in the North Bay in this case study, The Growth and Development of the Maker Movement in Sonoma County Schools: Cultivating a Maker Educator Network across K-12. This document grew out of the work of local maker educators in Sonoma County and highlights the unique collaboration of educators and organizations supporting and implementing maker education throughout the local area. We hope that our experiences and documentation of our maker educator processes can be an inspiration to our counterparts across the state and the nation. In making we trust!"
John Evans

Project-Based Learning Through a Maker's Lens | Edutopia - 0 views

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    "The rise of the Maker has been one of the most exciting educational trends of the past few years. A Maker is an individual who communicates, collaborates, tinkers, fixes, breaks, rebuilds, and constructs projects for the world around him or her. A Maker, re-cast into a classroom, has a name that we all love: a learner. A Maker, just like a true learner, values the process of making as much as the product. In the classroom, the act of Making is an avenue for a teacher to unlock the learning potential of her or his students in a way that represents many of the best practices of educational pedagogy. A Makerspace classroom has the potential to create life-long learners through exciting, real-world projects. Making holds a number of opportunities and challenges for a teacher. Making, especially to educators and administrators unfamiliar with it, can seem to lack the academic rigor needed for a full-fledged place in an educational ecosystem. However, project-based learning has already created a framework for Making in the classroom. Let's see how Making could work when placed inside a PBL curriculum unit."
John Evans

Why is Good Instructional Design More Important than Ever in the Modern World? | ReadyT... - 2 views

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    "Although instructional design as a discipline has been around for decades (and probably was at its height in the 1970's and 1980's as a profession, its application and use has diminished in the age of easy to use software and access to and use of Internet. This is partly because it is so easy to create a course of almost any type, add as many "bells and whistles" as you like and then widely distribute it to a given audience. But in paying less attention to instructional design than we should we have lost something important and it is therefore high time we recognized that it is more important than ever in the modern world. After all, instructional design is the approach which helps to keep the process of training, coaching or development of any kind (on or off line) to be well-targeted and on track to meet the needs of the individual(s) at which it is aimed. Good instructional design therefore needs to appreciate that we are open to learning but find the best ways and moments to intervene in which to package it or parcel it up so that it can be successfully delivered. Although the approach is relatively straightforward, there is a best-practice way to conduct effective instructional design and this is shown in the 10-step infographic shown below:"
John Evans

Embracing Student Creativity With a Wonder Shelf | Edutopia - 0 views

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    "As a high school math teacher, it was important for me to create a learning space that welcomed on-demand wonder and exploration. I knew that I planned to have a few essential hands-on math tools, and in the last few years, I also knew that I needed to have other items that were essential for providing kids more creative freedom. With a few containers, manipulatives, and supplies, along with some technology, I created a space that my students would go on to name "the wonder shelves." What you are about to read was not an overnight process, but one that grew over an eight-year span."
John Evans

10 Ways to use Instagram in the classroom - Daily Genius - 0 views

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    "Instagram isn't just a platform for selfies, business promotions, and cute animals. With a little creativity, you can bring the visual power of photos and videos to your classroom, weave them into your students' learning process, and bring a little fun to their (and your!) days. Do you use Instagram in your classroom? How do you use it? Share your ideas, hits and misses, and insights with the Daily Genius community by leaving a comment below, heading over to our Facebook page and dropping us a line there, or by tweeting us a message on Twitter!"
John Evans

Ditching the Desk | Edutopia - 1 views

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    "I decided to focus on learning spaces this year in the classroom and around my school. It led me to create a makerspace in my school's library, but it also led me to take a hard look at the classroom. Last summer, I visited my classroom and decided to change it around. The entire process started with one simple question: "Is this room designed for me or for my students?" It was on this question that I based every decision I made when it came to designing the room."
John Evans

iPad, the Photographer's Friend | Enlight Blog - 2 views

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    "The iPad isn't famed for its photographic abilities. But in reality, it is one of the most useful devices a photographer could own. Everyone who takes pictures has a favored digital workflow. For some, it is entirely iPhone-based, using filters and careful framing in preparation for the latest Instagram triumph. For others, it is a laptop operation which takes hours of patient sorting, followed by adjustment and layering. But there is a third way. The iPad's processing power cannot compete with that of a computer, and its photographic credentials are less celebrated than those of a smartphone, and yet, you could argue that it combines the best of mobile and desktop."
John Evans

Explorations Through Time - 7 views

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    A series of interactive modules that explore the history of life on Earth, while focusing on the processes of science. Each module contains suggested lesson plans and an extensive teacher's guide.
John Evans

Alternative software and apps to your PC (Windows, Linux), Mac, iPhone, Android, Web/On... - 2 views

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    We have one mission: helping you find the right software for your computer or mobile phone. To do this we wanted to rethink the whole process of searching for apps. No more browsing through categories with long lists of crappy software.
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