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John Evans

Here's How Gamer-Teachers Use Video Games In The Classroom - Forbes - 0 views

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    "Games are being used much more widely in schools than they were when I first started writing about them 2 or 3 years ago. As of fall 2013, 74% of K-8 teachers were using digital games. 55% of these teachers have students playing digital games at least weekly, 9% daily. The games they are using are mostly designed to be educational, with only 5% playing commercial games, and 8% playing hybrids (commercial games adapted for education like MincraftEDU or SimCityEdu). These insights come from Joan Ganz Cooney Center at the Sesame Workshop, who recently released a study surveying K-8 teachers in order to understand how they are implementing digital games in their classrooms."
John Evans

Coursera.org - 2 views

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    "Tinkering activities provide a powerful way to inspire students' interest, engagement, and understanding in science. The Tinkering Fundamentals course will help educators and enthusiasts develop a practice of tinkering and making. This course will focus on key design elements of high-quality, science-rich tinkering activities, effective facilitation strategies and environmental organization. Watch Intro Video About the Course The Tinkering Fundamentals course will offer educators and enthusiasts an opportunity to develop a practice of tinkering and making.  We see tinkering as a serious endeavor -- one that is generalizable across content and especially good at interweaving disciplines in a way that leads to complex projects and individualized learning opportunities.   Tinkering has recently been introduced into the educational field as a potential driver of creativity, excitement, and innovation in science learning. It is seen by many as an effective means to engage in exploring STEM concepts, practices and phenomena. Tinkering typically blends the high and low tech tools of science along with a strong aesthetic dimension that supports children's (and adults) self expression.  For over a decade, the Exploratorium has been developing science-rich tinkering activities. Working with learning scientists, we have identified a set of design principles and indicators of learning that can help you to integrate tinkering activities into your elementary and middle school science programs. This course will focus on key design elements of high quality science-rich tinkering activities, facilitation strategies, and environmental organization. Selected  tinkering activities will be centered around circuits for this course.  We will review the ways in which tinkering supports science learning through providing opportunities to deepen engagement, intentionality, innovation, collaboration, and understanding. This course will excite you, inspire you, and get you tinkering in
John Evans

It's Time to Make Learning Fun Again . . . Even for Adults | Edutopia - 0 views

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    "One of the things I've struggled with during my tenure in education is how professional development is done in schools, especially around integration of technology. PD is already confined to a couple of weeks in the summer, but then throw on top of that the "sit-and-get" style in which we teach our content, and you can see why most teachers would rather surf Pinterest than learn during these sessions. We preach how "student-centered" we want the classroom to be, yet we spend hours talking at teachers and call this "professional learning." While this isn't unique to technology, I've found that a vast majority of technology training spends 90 percent of our time teaching us about tools, and 10 percent discussing how we could use these tools in the classroom (usually at the end of the workshop, when we are all exhausted)."
John Evans

48 iPad Apps That Support A Student-Centered Workflow - 3 views

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    "If you use iPads in your classroom, you've likely been faced with the challenge of workflow-how work, data, and thinking are distributed, collected, and aggregated."
John Evans

Building Learning Keynote - Making the Case for Making in Schools | K12 Online Conferen... - 0 views

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    "Presentation Title: Building Learning Keynote - Making the Case for Making in Schools Presentation Description: The Maker Movement is a revolutionary global collaboration of people learning to solve problems with modern tools and technology. Adults and children are combining new technologies and timeless craft traditions to create exciting projects and control their world. The implications are profound for schools and districts concerned with engaging students, maintaining relevance, and preparing children to solve problems unanticipated by the curriculum. The technological game-changers of 3D printing, physical computing and computer science require and fuel transformations in the learning environment. K-12 educators can adapt the powerful technology and "can do" maker ethos to revitalize learner-centered teaching and learning in all subject areas."
John Evans

Meaningful Making: Projects and Inspirations for FabLabs and Makerspaces | FabLearn Fel... - 0 views

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    "Around the world, there is a new movement to use the new tools and technology of the Maker Movement to give children authentic learning experiences beyond textbooks and tests. The Stanford FabLearn Fellows are a group of 18 educators who are working at the forefront of this new movement in all corners of the globe. They teach in FabLabs, makerspaces, classrooms, libraries, community centers, and museums - all with the goal of making learning more meaningful in the modern world. In this book, the FabLearn Fellows share projects, assessment strategies, lesson planning guides, and ideas from their learning spaces. In over 200 pages illustrated with color photos of real student work, the Fellows take you on a tour of the future of learning, where children make sense of the world by making things that matter to them and their communities. To read this book is to rediscover learning as it could be and should be - a joyous, mindful exploration of the world, where the ultimate discovery is the potential of every child."
John Evans

Cardboard Creations: A Maker Education Camp | User Generated Education - 4 views

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    "Cardboard Creations Maker Education Camp utilized no technology (except for projecting images of example projects on the whiteboard) and low/no cost materials. Many of the discussions about and actions related to integrating maker education into educational environments center around the use of new technologies such computer components (Raspberry Pis, Arduinos), interactive robots for kids (Dash and Dot, Ozobots, Spheros), and 3D printers. These technologies are lots of fun and I facilitate Robotics and Computer Science with my gifted students and at one of my summer camps. The learners engaged in these high tech learning activities with high excitement and motivation. Such high excitement, engagement and motivation, though, were also seen at my low tech/low cost maker education camps: LED crafts, Toy Hacking and Making, and Cardboard Creations."
John Evans

How To Get Your Kid Into 3D Printing Without A 3D Printer | Fatherly - 1 views

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    "You thought that by now your kid would just be popping out toys, books, and maybe the occasional missing LEGO piece from a personal 3D printer. Patience. While these devices not as ubiquitous as your old HP Deskjet, they are finding their way to a makerspace, public library, and science center near you. And, because of that fact, Sarah O'Rourke, the product marketing manager at Autodesk, is trying to take your kid's interests and figure out how to make cool stuff they'll love IRL (like a Pokemon Go aimer). Here are few ways she gets her young design students to transition from fabricating in Play-Doh to constructing in plastic."
Phil Taylor

Transformation Center - 1 views

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    Framework to help school leaders transform student learning via Google for Education
John Evans

iRead - I Record Educational Audio Digitally - 6 views

  • iRead is a group of teachers in Escondido Union School District dedicated to the idea that digital audio can be a powerful learning tool for all students. iRead will give you a chance to create meaningful, curriculum-centered audio projects with your students. Teachers are using digital audio tools (iPods, mics, Garageband, iTunes, Keynote, etc. and various accessories) to improve reading processes. Teachers meet on a monthly basis to exchange ideas and strategies. We started in 2006-07 by collecting data about fluency rates - this has been very promising.
John Evans

Art Miles Project and MUSAIC Project | Collaboration Center - 0 views

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    Students create murals to establish the Guinness Book of World Records for the Longest Children's Mural in the World. MUSAIC: Originally Composed Music by Youth from around the world.
Phil Taylor

Strategies for Embedding Project-Based Learning into STEM Education by Thom Markham (Bu... - 1 views

  • Without adopting inquiry-based, student-centered, skill-driven approaches to teaching and learning -- all nested in a system that values innovation -- STEM education will become just another term for additional math and engineering courses.
  • heart of any STEM program should be courses in which students create products, not just take tests
  • Allow for creativity
  • ...2 more annotations...
  • Make teamwork central
  • Start with questions
John Evans

BioBook - eText evolved | News Center | Wake Forest University - 0 views

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    "What started as an idea for an iPad application evolved into a more accessible tool for the next generation of electronic textbooks, which Johnson and Macosko call "BioBook." BioBook was created within a Moodle-based learning management system designed by Odigia. Moodle is a free, open-source Web application that educators can use to create online learning sites. "Students can access BioBook from desktop PCs, laptops, iPads and mobile devices," said Johnson."
Phil Taylor

To Flip or Not to Flip | Flipped Learning - 0 views

  • the amazing thing about flipping is that it enabled us to move from a lecture based classroom to a learner-centered, problem-based, inquiry-driven hub of learning.   In fact today, our videos are optional.
  • students will take more responsibility for their own learning
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