Skip to main content

Home/ Literacy with ICT/ Group items matching "complexity" in title, tags, annotations or url

Group items matching
in title, tags, annotations or url

Sort By: Relevance | Date Filter: All | Bookmarks | Topics Simple Middle
John Evans

Free Technology for Teachers: Transforming Learning Through Student Content Creation - 1 views

  •  
    " Inspired by ideas like project based learning and #20Time, I decided to take a stand against "Google-able questions." Instead of students only finding information and curating content, they needed to create the learning for themselves. Our students live in a world of Web 2.0, social media, and content creation, and I needed to bring this into their learning. And together, we did. Halfway through this school year, I explained that we will no longer produce work that is forgettable and can be left in a backpack. Instead, we will create content that we can be proud of, will remember, and will help each other learn. I wanted to push students to develop more meaningful and diverse skills to prepare them for their futures by creating work that matters to them. To do this, we needed to produce for an audience; all learning was now public to the world. Suddenly, the learning was visible, the technology was more purposeful and complex, and class was more fun. Students' work wasn't hidden in their notebooks, but shared, produced, and even live-streamed, like the argument videos below. "
John Evans

Thinking and Learning in the Maker-Centered Classroom - 0 views

  •  
    "Over the past decade, maker-centered classrooms and making-centered learning have become increasingly popular - young people (and teachers and parents alike) have greater opportunities to build, hack, redesign, and tinker with a variety of materials, in school- or community-based spaces, design thinking and engineering programs, and Maker Faires. Maker-centered learning not only offers opportunities to learn about new tools and technologies, it requires certain thinking skills - such as navigating uncertainty, adaptability, collaborative thinking, risk-taking, and multiple-perspective taking - that are critical to engaging and thriving in a complex world. Drawing on research from Project Zero's Agency by Design project, this course offers classroom teachers, maker educators, administrators, and parents an opportunity to explore firsthand maker-centered learning practices and the opportunities they afford. Discover what kinds of tools might best support this kind of teaching and learning, and examine the benefits (to both young people and facilitators) of engaging in this work. Through hands-on, collaborative activities, consider how maker-centered experiences might fit into your own contexts."
John Evans

14 Essential Google Search Tips for Students ~ Educational Technology and Mobile Learning - 3 views

  •  
    "Teaching students how to conduct smart search queries online is an important part of cultivating a digital citizenship culture within your classroom.  Smart searching goes beyond the simple ability to conduct quick search queries to how to effectively locate information online and assess their authenticity and accuracy. In other  words, smart searching encompasses a complex set of interrelated skills and competencies that together make up the holistic picture of what it is to be a search savvy netizen."
John Evans

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

  •  
    "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

How flipped learning works in (and out of) the classroom - Daily Genius - 5 views

  •  
    "lassroom Flipped learning is more than just having students do homework during the school day. It's more than just putting the onus on students to teach themselves. In fact, it's neither of those things. Don't be fooled by simple explanations of flipped classrooms that simplify a highly complex undertaking. Flipped learning is a hot trend in most stages of education right now - and for good reason. It's a way to really shake up the typical classroom and incorporate education technology in a positive way. The graphic below from Circulus dives into the benefits of flipping your classroom, homework, and learning in general"
John Evans

Note taking and the iPad - Educate 1 to 1 - 0 views

  •  
    "Studies have shown that typing notes requires shallower levels of cognitive processing than handwriting, as subjects often tend to type verbatim what they hear without really engaging with its substance to the level that is required for greater understanding and better recollection. In contrast, handwriting appears to be more cognitively demanding. According to these studies,  subjects who use handwriting are generally forced to rephrase what hear into their own words, thus creating "more effective memory cues by recreating the context (e.g., thought processes, emotions, conclusions) as well as content (e.g., individual facts) from the original learning session". The evidence against typing your notes is pretty compelling. And then there were tablets Tablets introduce another level of complexity to this problem, since they can be used both to type and handwrite notes. So what are we to do? Are we to avoid using the tablets and stick to pen and paper? If we do use tablets for note taking, are we to force students to handwrite notes on their tablets using a stylus? And are we to ban students from typing up notes on their tablets? After all, that is what the research appears to suggests."
John Evans

Lisa Nielsen: The Innovative Educator: 5 Components Necessary for A Successful School Environment - 2 views

  •  
    "The Managing Complex Change model puts language to that which makes some schools successful while others struggle. The model looks at five components necessary to create a desired environment. These include vision, skills, incentives, resources, action plan. If any one piece is missing the model indicates results schools will experience including change, confusion, anxiety, gradual change, frustration, and a false start. When thinking of successful schools such as Science Leadership Academy, The MET, The Island School, The iSchool, you will find they have all those components in place. On the other hand, when I hear teachers lamenting about their school failures, the model brings clarity to the fact that one or more of these components are missing. Below is the chart that lays this out. Following the chart, I'll take a look at what each missing component might look like in a school environment. As you read, consider which, if any are components, are missing at your school. save image Lack of Vision = Confusion When I hear exasperated teachers spinning their wheels, working so hard to get ready for all the various mandates and requirements, but never feeling a sense of accomplishment, it is clear there is not a tangible school vision that has been communicated. In some cases this is because what is being imposed does or can not reconcile with what the school wanted for their vision. Skill Deficit = Anxiety My heart goes out to those with a skill deficit. They are required to implement a curriculum they are not trained in using or being evaluated via measures with which they are not familiar. Or…they are put into a position they were not trained for or prepared to embrace. Social media provides a great medium for helping these teachers get up to speed, but when the outreach occurs, the anxiety is abundantly clear. Lack of Incentives = Gradual Change It is not unusual for innovative educators to feel like and be perceived as misfits. Islands onto their own
John Evans

The Maker Movement In Education | Ask a Tech Teacher - 0 views

  •  
    "Any room in the school can be transformed into a legitimate spot for an innovative makerspace and the implications of student-made projects foster great power, complexity and creative play in each of them. Like all STEM-focused areas of education, the Maker Movement is an extremely useful method for advancing child education due to some of the skills it promotes and develops. The inclusive environment that makerspaces provide results in a sense of community for participating students and functions as a safe place for gathering feedback."
John Evans

MinecraftEdu Takes Hold in Schools | School Library Journal - 1 views

  •  
    "I'm in Minecraft, of course-the phenomenally popular, open-ended game that places players in a world in which they can live and build things infinitely. Marcus "Notch" Persson, the Swedish creator of Minecraft, started out by creating a simple game, allowing players to construct whatever they wanted, using a few different colored blocks, each equivalent to one cubic meter. Released in 2009, it has evolved into a massive, world-building video game in which players uses those blocks to create anything they can think of, from houses, caves, and machines to a scale version of the Death Star. Microsoft purchased Minecraft from Notch and his team for $2.5 billion in November 2014. There aren't any express objectives or any real way to win in Minecraft. It's a "sandbox," in gaming speak-offering free play without a specific goal and currently used by more than 18.5 million players, with some 20,000 more signing up every day. Users may choose between Creative Mode, in which they can build using unlimited resources by themselves or with friends, with no real danger or enemies, and Survival Mode, where they fend off enemies and other players and fight for resources and space. They can trade items and communicate using a chat bar. Modifications (or mods) can add complexity by creating things like economic systems that let players buy and sell resources from in-game characters using an in-game currency system. These downloadable mods can also add computer science concepts and thousands of additional features."
John Evans

7 Cyberlearning Technologies Transforming Education | Aaron Dubrow - 2 views

  •  
    ""NSF funds compelling ideas, help test them and helps bring them to wider audiences," said Janet Kolodner, who ran the Cyberlearning program at NSF from 2011 to 2014. "We're interested in helping researchers envision the technologies that will impact learning in a decade and then assist them in transitioning the best ideas from research to practice. On top of that, we want to help scientists overcome the complexity of moving research ideas to real world use." The speakers in the lecture series, all leading cyberlearning scholars, represent the range of technologies, approaches and research practices being pursued today. They're only a small fraction of the remarkable projects being developed and tested at universities across the U.S. - in education departments, computer science departments, robotics labs and even neuroscience departments - but together, they represent the forces transforming what education may look like in the future. "
John Evans

Middle School Maker Journey: Shop Class Rebooted. . . Digitally | Edutopia - 0 views

  •  
    ""Have you seen this video?" The Twitter message from my good friend and fellow thought-instigator Daniel Scibienski pointed me toward If You Build It, a recent PBS documentary about designer/educator/activists Emily Pilloton and Matthew Miller persuading an underfunded school board to create a new kind of design-based program for the students at Windsor High School in Bertie County, North Carolina. What I saw affected me profoundly: students, confused and reluctant at first, gradually developing skills and abilities with tools they'd never used before, designing and building increasingly complex things; failing, trying again, improving, collaborating, and ultimately succeeding and celebrating. I, too, have a vision for a new kind of classroom. I, too, am building something radical, exciting, and even revolutionary. I want to tap the power of design thinking to transform learning in my classroom. We're bringing shop class back to my middle school -- but this time, it's digital."
John Evans

BBC NEWS | Health | Internet use 'good for the brain' - 0 views

  •  
    A University of California Los Angeles team found searching the web stimulates centres in the brain that control decision-making and complex reasoning.
John Evans

Second Life in Education » educationaluses - 0 views

  •  
    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.
Darren Kuropatwa

Stephen Downes: The Role of the Educator - 10 views

  •  
    "As each part of the teaching task becomes more complex, and as we as educators seek to reach more specialized populations in more difficult circumstances, the need to understand, and where necessary unbundle, the varied roles of the educator becomes more pressing. A narrow focus on the idea of the teacher as "the purveyor of an education" is unhelpful and misleading."
Tom Stimson

Light-Bot - 0 views

  •  
    Control a robot by giving it commands. Use programmer-style logic for more complex levels that include functions to re-use. From AllMyFaves | Free Online Games |
John Evans

#Teachingis Adapting | Edutopia - 2 views

  •  
    "Recently the Center for Teaching Quality launched a #Teachingis campaign for teachers to tweet different visions and realities of teaching. The responses were varied and poignant. As we know, teaching is ever changing and virtually indescribable in its complexity. Reading the tweets of "what #Teachingis" helped me think more deeply about the multilayered identities that we have as teachers. These many roles and identities change from moment to moment, and shift throughout the course of a school year. "
John Evans

A Principal's Reflections: Writing Scaffolds to Meet Diverse Learning Needs - 4 views

  •  
    "As students work to master the complex reading and writing standards demanded by the Common Core, Mrs. Montecuollo and Mrs. Westbrook collaborated to create writing scaffolds that address the diverse academic needs of their 9th grade students. These teachers believe that differentiation is about access points. Therefore, they used four support activities (scaffolds) to address different areas of difficulty they see their students face."
John Evans

Introduce your Students to App Design with the POP App - 0 views

  •  
    "Programming may be one of the newest skills we are bringing into modern classrooms, but it can be a difficult topic to introduce. Lines of complex code can not only be quite intimidating but it can also be devastatingly boring for students new to the subject. This is where the POP app can be an excellent introductory tool to turn your students ideas and enthusiasm into interactive app prototypes. Using a tablet or phone's inbuilt camera, POP allows students to photograph their sketches and begin designing their app before any coding is needed at all."
« First ‹ Previous 81 - 100 of 200 Next › Last »
Showing 20 items per page