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John Evans

Connected Learning: Harnessing the Information Age to Make Learning More Powerful | Alliance For Excellent Education - 5 views

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    "This report introduces connected learning, a promising educational approach that uses digital media to engage students' interests and instill deeper learning skills, such as communication, collaboration, and critical thinking. The report lists four elements constituting connected learning's emphasis on bridging school, popular culture, home, and the community to create an environment in which students engage in and take responsibility for their learning."
John Evans

Carol Dweck: The Two Mindsets - 4 views

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    "Carol Dweck studies human motivation. She spends her days diving into why people succeed (or don't) and what's within our control to foster success. As she describes it: "My work bridges developmental psychology, social psychology, and personality psychology, and examines the self-conceptions (or mindsets) people use to structure the self and guide their behavior. My research looks at the origins of these mindsets, their role in motivation and self-regulation, and their impact on achievement and interpersonal processes.""
John Evans

YMCA's Camp Combe Is Using Minecraft To Teach Science And Engineering - 1 views

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    "The YMCA's Camp Combe is one of the most popular and best-known sleepaway camps in the New York Area. Serving over five hundred children a day during the summer months, the facility keeps its guests both busy and entertained with a whole host of activities including swimming, archery, high rope courses, nature walks, and...Minecraft? No, I'm not kidding. An hour outside of New York City, New York, a group of third-to-fifth graders this week dove into the camp's first ever Minecraft session. Of course, as creatively-oriented as the base game is, it doesn't really teach kids all that much as far as practical knowledge is concerned. That's why Camp Combe is using an educational variant of the title: MinecraftEdu. Deveoped by TeacherGaming, MinecraftEdu is a modified version of the base game whose sole purpose is to get its players interested in STEM (science, technology, engineering, and mathematics) fields. After logging in to MinecraftEdu, players are first taught the basics of the vanilla Minecraft experience - logging into a server, controlling their avatars, manipulating the environment, acceptable behaviors...you get the idea. Once they've been schooled in how to play, they're then given an objective; this task could be anything from building a bridge to creating a functional particle accelerator."
John Evans

Disney Research: 3D printing robots from scratch (Wired UK) - 1 views

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    "A new tool developed by Disney Research and Carnegie Mellon University could let you 3D print your very own walking robot. "Progress in rapid manufacturing technology is making it easier and easier to build customised robots, but designing a functioning robot remains a difficult challenge that requires an experienced engineer," said Markus Gross, vice president at Disney Research. "Our new design system can bridge this gap and should be of great interest to technology enthusiasts and the maker community at large.""
John Evans

There's no innovation agenda without design thinking - The Globe and Mail - 3 views

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    "Never have design thinking, design practice and creative skills been as important to Canada's future as they are now. Today, competitive success is determined by the ability to understand human needs and desires and to deliver richly imagined ways of addressing them. Many organizations recognize the importance of innovation, but they don't know how to achieve it. The answer is design. Designers allow companies to stay ahead of their customers by anticipating and addressing human needs and behaviours in a complex and changing world. Technology needs to be intentionally designed for and with people. Design creates the experience of a product, system or service, the individual, social and cultural experience, and the value and the impact it has. Design is the bridge between raw invention and application. The essence of design thinking involves empathizing deeply, listening to people and observing them to identify tough problems to address or new opportunities to explore. Design thinking marries systems analysis with outcomes-oriented problem solving. It's relevant to the development and enhancement of services, products and business methods. It's as applicable to large companies as it is to startups and non-profits."
John Evans

3D Printed House - World's 35 Greatest 3D Printed Structures | All3DP - 2 views

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    "3D printing has been used to build houses, cabins, offices, bridges, pavilions, large-scale structures, and much more. Even though they only existed for a handful of years, there are a vast number of completed projects, ongoing construction jobs, and unique concepts that are driving the industry today. Before we get started with the greatest 3D printed houses and structures in the world, take a glance at the top five advantages that 3D printing can offer the construction industry."
John Evans

Amel Karboul: The global learning crisis -- and what to do about it | TED Talk - 2 views

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    "he most important infrastructure we have is educated minds, says former Tunisian government minister Amel Karboul. Yet too often large investments go to more visible initiatives such as bridges and roads, when it's the minds of our children that will really create a brighter future. In this sharp talk, she shares actionable ideas to ensure that every child is in school -- and learning -- within just one generation."
Phil Taylor

Millennial Students and Middle-aged Faculty: A Learner-centered Approach | Faculty Focus - 6 views

  • Perhaps figuring out how to honor the two perspectives in the classroom can offer us the best of both worlds: a learner-centered classroom for both teacher and student.
Phil Taylor

Integrating Media and Technology into Classroom Practices - The Reading & Writing Project - 0 views

  • The real promise of the new technology is that it can bridge the distance between teacher and students, between students and texts, in truly innovative ways. But it takes time and understanding of the new applications and devices to make good on this promise.
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

STEAMmaker Camp - Bridging STEM to Maker Education - 0 views

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    "Our foundational belief is that teachers teach how they are taught. If we want teachers to teach from a foundation of learning by doing, then we want to provide professional learning in that same, or a very similar, way. STEAMmaker Camp is intentionally designed to replicate the highs and lows teachers might encounter with students over a year­ long program. Therefore, each camp is best­ designed as a multi-­day event with each day running longer than the typical school day. This causes students to "hit the wall" that typically surfaces in the third quarter of school and teachers can experience how to remain positive and supportive in this type of environment, especially when they are also very tired. A trainer balances the fine line of guiding, role modeling, and directly instructing the participants, based on their individual and unique needs."
John Evans

BrainMeld - Bridging The Gap Between Gaming and Education - 0 views

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    The Educational and Video Games industries may seem like completely different worlds, but they have one very important thing in common: They both share the same audience.
John Evans

Worlds of Words | International Collection of Children's and Adolescent Literature - 5 views

  • Welcome to Worlds of Words. You will find many useful resources on this site for building bridges between cultures. These resources include multiple strategies for locating and evaluating culturally authentic international children’s and adolescent literature as well as ways of engaging students with these books in classrooms and libraries.
John Evans

The Digital Melting Pot: bridging the Digital Native-Immigrant Divide - 0 views

  • But not all students are part of these learning networks and the content coverage is not always comprehensive. Therefore, educators must work to ensure that students gain these skills (Jenkins, et al., 2008). Rheingold (n.d.), who as he puts it “fell into the computer realm from the typewriter dimension,” is also working to change the belief that all students are tech–savvy by bringing emerging technologies — blogs, wikis, videos — into the college classroom (Rheingold, 2008; Young, 2008). His project is called the “Social Media Virtual Classroom” and is designed to expose students to “participatory media” in order to promote civic engagement.
John Evans

Super Readers - Bridge Point Elementary Educational Technology Department - 1 views

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    "Super readers have Super Powers! First graders in Ms. Guthrie's class honed their Reading Super Powers in class today. Using Reading Street's leveled readers, iFiles, and the Explain Everything app, students practiced pacing, self-correction, using context clues, decoding skills, and reading with expression. "
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