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John Evans

Why is Good Instructional Design More Important than Ever in the Modern World? | ReadyToManage - 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

Design, Make, Learn | The Home of Design, Make, Learn - 1 views

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    "Jeremy and Brian are two Calgary teachers and leaders that believe in the power of Design Thinking as a vital tool for instructional design and learning. Their experiences have given them a diverse skill set as, between the two, they have taught from K-12 in both regular and specialized settings. As teachers, leaders, and program developers they have learned one thing about themselves: they have always believed in the power of making, tinkering, and design thinking in both education and in their personal lives. They are now seeking to share their understanding, gained through years of classroom experience, with other educators. "
John Evans

The 2014 Classroom Cribs Challenge: Meet the Grand Finalists - 2 views

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    "Wow, what can we say! This past summer we decided to start a learning space design challenge on ClassroomCribs.com to highlight all of the amazing "cribs" that you have designed for students. Instead of just "aesthetics" we focused this challenge on brain-friendly learning spaces that promoted deep learning and engagement through design. And we were blown away by the response! Over 4,000 educators have joined our Classroom Cribs learning community and many of you sent in videos of your learning space as part of the challenge."
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

Daily Shoot: Miss Dunsiger's Class - Day 187 | - 0 views

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    Today was Dr. Davey's first Maker Day, and an amazing one at that! Here's a look at our day. All of the Grade 1-Grade 7 students participated in today's Maker Day. Students attended two of seven different sessions based on their interests: Minecraft/Coding, Collaborative Art, Beautiful Junk, Positive Graffiti, Making Music, Lego/Blocks, and Egg Drop. Staff members paired up together to facilitate the learning at each of the sessions, and the students directed most of the learning based on their interests. I (Aviva) worked with an amazing Grade 4 student that led the Minecraft/Coding session, and even worked with small groups of students on coding the Arduino. It was really quite incredible! After two sessions, students reflected on the day and on their learning, and then extended the "Maker Learning" back in the classroom. Today was all about the Learning Skills, problem solving, creativity and critical thinking. As you can hear in our video reflection, there were also links to our classroom learning including Science (Structures) and Math (shapes, figures, and non-standard measurement). There was also a lot of Arts learning today (with creating music and creating works of art including the elements of design). What an amazing day!"
John Evans

m-Learning e-Book "New technologies, new pedagogies: Mobile learning in higher education" | MinuteBio - 2 views

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    A free e-book, New Technologies, New Pedagogies: Mobile Learning in Higher Education, is available for free download through the University of Wollongong's Research Online. This book provides examples of m-learning implementation and concludes with some recommended design principles for m-learning. For anyone involved in m-learning, this is a worthwhile read.
John Evans

Learning Engineering Should Be On Your Radar | Learning Solutions Magazine - 0 views

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    "The term learning engineering was coined more than 50 years ago by Herbert Simon, a Nobel Laureate and Carnegie Mellon professor. Today there is renewed interest in the discipline, which merges scientific methods and engineering principles with learning. A new Guild Research report, Learning Engineering: A Primer, by Ellen Wagner, PhD, explores how learning engineering is expected to impact L&D. It may be of specific interest to instructional designers, who may already be incorporating or honing some of the skills that learning engineers require."
John Evans

Introducing Design Thinking to Elementary Learners | User Generated Education - 1 views

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    "Design thinking is an approach to learning that includes considering real-world problems, research, analysis, conceiving original ideas, lots of experimentation, and sometimes building things by hand. The projects teach students how to make a stable product, use tools, think about the needs of another, solve challenges, overcome setbacks and stay motivated on a long-term problem. The projects also teach students to build on the ideas of others, vet sources, generate questions, deeply analyze topics, and think creatively and analytically. Many of those same qualities are goals of the Common Core State Standards. (What Does 'Design Thinking' Look Like in School?) I use the following activities to introduce elementary students to the design thinking process. The ultimate goal is for the learners to work on their own, self-selected problems in which they will apply the design thinking. Introducing the general design process to elementary student occurs through showing the following video about the engineering process:"
John Evans

Design Thinking Process and UDL Planning Tool for STEM, STEAM, Maker Education | User Generated Education - 2 views

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    "User Generated Education Education as it should be - passion-based. Design Thinking Process and UDL Planning Tool for STEM, STEAM, Maker Education leave a comment » Post by Jackie Gerstein, Ed.D. @jackiegerstein and Barbara Bray @bbray27. Crossed posted at http://barbarabray.net/2017/06/08/design-thinking-process-and-udl-planning-tool/. If there is a makerspace in your school, it may be down the hall, in the library, or in another building. If there is someone other than the teacher managing the makerspace or there is a schedule for the school, your kids may only be able to use it once a week or month. Some makerspace activities may be focusing on how to use the resources available and may not be connecting the activities to the curriculum or around a real world problem. If this is how the makerspace is set up in your school, then your kids may not have access to the resources, materials, and tools when they need them, especially for STEM or STEAM. In deciding what resources you need based on the learners you have, you may first need to determine how your learners learn best, what projects you plan to do, how you can set up a makerspace in your classroom, and much more. This is why we decided to create a planning tool for makerspaces in the classroom for you using the Design Thinking Process and Universal Design for Learning®."
John Evans

5 TED Talks You Need to Watch if You Care About Learning - 0 views

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    "Whether teacher, trainer, or instructional designer these are 5 TED talks you need to watch. They all provide insight into the way we learn and what's wrong with how we currently 'deliver' learning. They all think big when envisaging how we might design and create engaging and meaningful learning experiences. My key takeaways: Creativity should have the same status as literacy. Solving problems sparks curiosity and creativity. Conversely giving the learner too much information can kill that buzz. We need creative problem solvers for our future. Learning happens best when it is social, collaborative, has meaning and is on the learners terms."
John Evans

Powerful Learning is Authentic and Challenging - Digital Promise - 2 views

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    "In this series we explore Powerful Learning, a set of principles to guide educators designing learning experiences that engage the hearts and minds of learners and incorporate technology in ways that contribute to closing the Digital Learning Gap. In this second post, we explore how Powerful Learning is authentic and challenging, share research that grounds these two principles, and provide resources to support your own learning and teaching practices."
John Evans

Miss L's Whole Brain Teaching: A Framework for Teaching to Diversity - Chapter 2 of U.D.L - 4 views

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    "To help us work towards our school goal of purposefully implementing the Universal Design for Learning approach to our formal planning (sometimes referred to as "Backwards by Design", "Understanding by Design", or "Planning With The End in Mind), my principal has provided our staff with a copy of Dr. Jennifer Katz's book, Teaching to Diversity: The Three-Block Model of Universal Design for Learning. As I make my way through the book, I will be summarizing my learning as a means of organizing my thoughts and getting clarification on particular ideas."
John Evans

Project Based Learning with iPads |  IPAD 4 SCHOOLS - 0 views

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    "Project-based learning is not 'doing projects'. PBL is student-driven and specifically open to interpretation to ensure students learn through carrying out a project and not doing a project pre-designed by the teacher. They are driven to answer a 'big' question and carry out their inquiry and design in teams. They are also under pressure to present their results to a third party of some kind. The students decide on how to achieve the goals and are not carrying out teacher-designed tasks."
John Evans

Learning Environment: 20 Things Educators Need to Know about Learning Spaces - 0 views

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    "he 21st century is challenging old notions of learning spaces. The idea that students must be seated at desks working in rows is quickly becoming archaic. Technology and collaborative work environments are changing the design of learning spaces. Experts hope that the emerging paradigm will translate into improved learning spaces and influence future architectural design."
John Evans

What project-based learning looks like in maths - 6 views

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    "I wish geometry was taught in this way when I was in school. Curriki's new Project-based Learning (PBL) high school Geometry course is now available. For so many students, it's difficult to make a real-life connection between math and their everyday lives. By adopting a Project-Based Learning (PBL) approach, students learn that geometry is not only theoretical, but practical and necessary. Students will move beyond a basic understanding of concepts to an enjoyment of discovery. This free Geometry course not only leverages the popular PBL "active" approach but is also aligned to Common Core State Standards. Thom Markham, Ph.D., President of PBL International, is the designer of the course. He notes that Project-Based Learning points us toward the future of education. "It's a proven method for integrating the 21st century skills of communication and teamwork into the delivery of core subjects.""
John Evans

9 Top Tactics for Using Video Games in the Classroom - 1 views

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    "Why use video games in the classroom as teaching tools? Let's be clear-we've come a long way from Asteroids and Space Invaders. The modern capabilities and designs of computer games provide endless opportunities for meaningful learning experiences. Used appropriately and effectively, technology can make a difference in students' lives and affect their attitude toward school in a positive way. So ditch the old stereotypes and misconceptions you may have about the ill effects of video games and reframe your perception in the light of using them to enhance learning. Gamification of classrooms isn't a new idea. The components of the gaming world lend themselves well to self-directed learning, because gaming taps into the variables which inherently motivate the desire for progress. In fact, using a set of constructs called game mechanics one could conceivably create situations that enhance learning by incorporating the kinds of motivating strategies found in today's best video games. Whether you choose to "gamify" your physical classroom all the way or only use video games as an occasional learning enhancement, making learning fun will positively reinforce students' experiences of school. Here are some suggestions on how to successfully use video games in the classroom."
John Evans

Mobile devices transform classroom experiences and student/instructor relationships to learning - 3 views

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    "Two years ago, four instructional designers in the University of California System decided to undertake a research project on "mobile learning." Their first order of business: figure out what that is. "It's just so new that the researchers who have been trying to define it have found it so dynamic," said Mindy Colin, an instructional consultant at the University of California, Santa Barbara. Enjoying this article from Inside Digital Learning? Sign up for the free weekly newsletter. Continue Popular Today From Inside Digital Learning U.S. settlements with two Christian universities test limits of incentive compensation rules New data: Online enrollments grow, and share of overall enrollment grows faster The 4 Things Every Digital Learning Leader Should Know Investors bet big on the companies formerly known as MOOC providers They eventually settled on a definition from Educause: "Using portable computing devices (such as iPads, laptops, tablet PCs, PDAs and smartphones) with wireless networks enables mobility and mobile variation related to instructional approaches, disciplines, learning goals and technological tools." But they still struggled to define for themselves the parameters of their investigation."
John Evans

Five Ways Design and Making Can Help Science Education Come Alive | MindShift | KQED News - 2 views

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    "Design is an artistic endeavor that values the creative and human centered application of math, science and technology. Using design to help others learn science is not intuitive, however, once practiced you will see how humanistic and authentic it is to incorporate design in any subject. Below is a list of the most promising benefits that I have noticed in the past six years for using design as a framework and making as the engine to empower students as they gain and apply their scientific literacy."
John Evans

Constructionism through Design Thinking Projects | FabLearn Fellows - 2 views

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    "In the second semester of Problem based Science, my 5th graders are introduced to their "Spring hard problem." The spring hard problem marks the end of our patterns unit and the beginning of our study of structures and systems through the lens of making and problem solving. During our study of structures, students get a chance to use their understanding of materials, measurement and patterns to make blueprints for novel designs and to conduct scientific testing of those designs. If those structures involve moving parts or varying materials or embedded electronics, they are also learning about the relatedness of things that make up a system. This year's spring hard problem had a design thinking and sustainability twist. Below is an account of this 6 month long unit, the unit learning outcomes and student feedback regarding the process."
Nigel Coutts

Taking time to design programmes for understanding - The Learner's Way - 0 views

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    Identifying what our children need to learn is one of the most important processes within education. For the teacher this is the question they engage with as they design their teaching and learning units. By no means is this an easy task and the teacher must balance multiple factors to ensure that the programmes they design provide their students with the learning they require. Even the most effective sequence of lessons is of little value if what it sets out to teach has little importance in the lives our learners are likely to lead. 
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