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John Evans

A Project-Based Learning Cheat Sheet For Authentic Learning - 7 views

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    "The function of this image is to act as a kind of brainstorm-to help you get your own creative juices going to decide what's most important when designing an authentic project-based learning unit-audiences, technology, habits, purposes, and so on."
John Evans

The Next Generation of Workplace Learning Practices in the Age of Knowledge Sharing and Collaboration « Learning in the Social Workplace - 5 views

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    "But in the age of the Social Web and now the Social Business this is only a part of a much bigger picture of how we learn at work, and which is offering new opportunities to forward-thinking L&D professionals (and departments) who want to break free from a mindset that only focuses on designing, delivering and managing learning. Here's a summary diagram of many of those new opportunities on offer that I have put together for an upcoming keynote I am giving."
John Evans

Free Technology for Teachers: 4 Ways Visual Literacy is Being Taught in Classrooms to Empower Learning - 0 views

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    "Visual content is a powerful tool. As children, we learn to recognize visual cues before we learn to speak or write. We're wired to rely on these cues to understand the world and to use visual content to communicate our thoughts and feelings. Teachers can integrate graphic design into their classrooms to facilitate instruction and to prepare students for success. Here are four ways teachers are using visual content already. Try them and discover how visual content can positively impact teaching and learning. "
John Evans

The Best Language Learning Apps For 2015 - 7 views

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    "Skills like vocabulary and foreign language speaking are right in the sweet spot of what unattended and automated-often considered the very worst kind-can do. But it needn't be that way. Handing a student a tablet as they practice basic skills with an app-especially one with adaptive design-is a perfectly legitimate use of edtech as far as we're concerned, and language learning is very much a part of that. So with that in mind are ten of the best language learning apps for 2015, updated to include those with social dynamics, like HelloTalk, recent entries like Rosetta Stone, and stalwart Duolingo. We've also made an effort to include multiple languages, including Mandarin, French, Spanish, and English."
John Evans

The Three Best Free Coding Websites for Kids | Edudemic - 0 views

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    "Today there are many resources for people to learn code. The Barbies and GI Joes of yesteryear have become tablets and smart phones. Young kids, such as 12-year-old Thomas Suarez, who gave this excellent TED Talk, are learning advanced forms of coding that few adults even fully grasp. The following is a list of websites online that offer free tutorials and courses for children that want to learn how to code. And even if you are not a kid, you might learn a thing or two. We reviewed a collection of websites and the following three are the best that we found, incorporating various features that put them above the rest. We went through all the most popular coding websites on the Internet and found the three best free coding websites, based on the following criteria: ● Ease of use ● Aesthetics ● Fun ● Effectiveness ● Free Without further ado, the following are the best coding websites we found that was designed especially with kids in mind."
John Evans

Learning with 'e's: Learning, making and powerful ideas - 1 views

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    "This is number 31 in my series on learning theories. I'm working through the alphabet of psychologists and theorists, providing a brief overview of each theory, and how it can be applied in education. Previous posts in this series are all linked below. My last post explored Donald Norman's ideas around perception and the design of every day objects. In this post, the work of Seymour Papert will feature, especially his work on learning through making, also known as constructionism."
John Evans

Teaching Kids to Code: Text-Based vs Block-Based Programming - 4 views

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    "About two decades ago The MIT Media lab introduced the concept of block-based programming. The idea was to develop an interface that allowed computer programs to be built by simply dragging and dropping puzzle blocks to represent complex programming constructs and commands. With this new method for teaching and learning computer science, the hugely popular Scratch platform was born. This approach lowered the bar for experimenting with programmatic thinking, making it possible for students to create interactive animations and small games without writing a single line of code. This simple concept removed the need to learn the syntax of a formal programming language, and made teaching and learning the basics of computer science accessible to younger learners and to teachers with no formal coding background. Outside of the classroom though, coding has always been, and still remains, a process of typing letters, numbers and symbols. This text-based programming, used in programming language such as C, Javascript and Python, requires coders to obey and conform to formal syntax. Despite the pain of dealing with typos in names of variables and inevitable syntax errors, no other coding method designed to be more "user friendly" has really caught on. Tools have been offered for managers to define business logic through a graphical user interface without writing lines of codes. Or for web developers to add interactive behaviors to their websites without learning Javascript. But in reality, neither of those substitute the power and flexibility of text-based programming. And with neither winning significant adoption, the demand for the classic skill of text-based coding continues to grow and grow."
John Evans

Becoming a STEAM Maker - Corwin Connect - 1 views

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    "When you were growing up, what did you enjoy playing with? If you were like me, maybe it was Tinker Toys, an Easy Bake Oven, or Lite Brite. I liked designing and creating things. As a teenager, my imagination ran wild as my ideas turned into sketches which later covered the walls of my bedroom. (Thanks Mom, for never painting over the walls-even 25 years later!) My own children love building and messing around with things, too. It's amazing how long a few cardboard boxes or toilet paper rolls and some duct tape will keep them entertained. (We've built forts, spaceships, and garages for all their Match Box cars.) It's the nature of these learning experiences that allow young people to think creatively and use their imagination. With a focus on standards, accountability, and assessment over the last decade or so, it seemed that these opportunities disappeared from our schools. However, within the last few years, the tide is beginning to turn. I believe an exciting shift is happening in education as schools across the country are embracing the Maker Movement and returning creative, hands-on learning opportunities to their classrooms. Additionally, STEAM education has come to the forefront with an emphasis on preparing students for college, career, and beyond, focusing on the 4 C's: communication, collaboration, critical thinking, and creativity. STEM has transformed into STEAM as the arts become an integral component to meaningful learning. In many schools, the STEAM and maker education are colliding. Hybrid models are being created that embrace the integration of STEAM components and the creative spirit of the Maker Movement. At the intersection between STEAM and making, powerful learning occurs. I would argue that a new movement is emerging-STEAM Makers."
John Evans

STEM kits that will get your kid's hands dirty - 3 views

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    "Contrary to what you might think and hear, apps and screens aren't the best tools for kids to learn STEM concepts, even coding. Why? Innovation, pattern recognition, exploration, experimentation and creation underlie STEM principles. Kids need to manipulate tangible things. It's how they learn. While there are some great apps that supplement STEM learning, the best STEM activities for kids are blended ones -- the ones that require hands-on exploration, screens optional. Those that do require screens, like ones with coding apps, should augment the experience, not be the sole focus. Many of these toys and kits are designed for classroom use but are perfectly adaptable and suitable for home use, too, as my two kids, ages five and seven, will shout from the rooftops (supervised, don't worry). Check out these awesome blended learning STEM kits and toys. They'll have your little inventors ready to apply for their first patent in no time."
John Evans

Developing Professional Learning Communities to Support Maker-Centered Learning | Agency by Design - 2 views

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    "Forming and supporting professional learning groups can be particularly important in maker-centered contexts, as maker-based activities often occupy a precarious space in the structure and curriculum of traditional schools. That maker education is not yet a formal discipline and does not have the backing of a professional and organized network makes it especially important to develop learning communities that scaffold and connect educators who often work in isolated siloes."
Beauty Mthembu

Collaboration Tools - Teaching Excellence & Educational Innovation - Carnegie Mellon University - 0 views

  • ollaboration Tools Collaborative learning is essentially people working together to solve a problem, create a product, or derive meaning from a body of material. A central question or problem serves to organize and drive activities, and encourage application, analysis, and synthesis of course material. While the landscape of technology that can be used to support central activities of collaborative learning is vast and varied, it is often lumped together under a single label: "collaboration tools." Given this vast and distributed landscape of tools, the difficulty of finding one or a set of tools to meet your goals can be time intensive. We are here to help. For faculty who are interested in learning more, want to explore, or try out a tool, contact us to talk with an Eberly colleague in person.
  • eam Definition & Participants
  • Communication Many features of collaboration tools are geared toward the facilitation and management of effective communication among team members. Carnegie Mellon centrally-supports tools designed for handling many of the following functions: Virtual Meetings Email Instant Messaging Screen Sharing Blogs Voice, Video, Web Conferencing Discussion Boards
  • ...1 more annotation...
    • Beauty Mthembu
       
      Communication
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    ollaboration Tools Collaborative learning is essentially people working together to solve a problem, create a product, or derive meaning from a body of material. A central question or problem serves to organize and drive activities, and encourage application, analysis, and synthesis of course material. While the landscape of technology that can be used to support central activities of collaborative learning is vast and varied, it is often lumped together under a single label: "collaboration tools." Given this vast and distributed landscape of tools, the difficulty of finding one or a set of tools to meet your goals can be time intensive. We are here to help. For faculty who are interested in learning more, want to explore, or try out a tool, contact us to talk with an Eberly colleague in person.
John Evans

MakerBot Launches Hands-On Learning Guide For 3D Printing In The Classroom - 1 views

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    "BROOKLYN, N.Y., -Thousands of educators throughout the U.S. are embracing 3D printing as a new way to teach 21st century skills and prepare students for the jobs of the future[1]. Taking the first steps to introduce students to 3D printing, however, can be challenging. MakerBot, a global leader in the desktop 3D printing industry, conducted in-depth research this spring to better understand how to help educators incorporate 3D printing in classrooms[2]. The research shows that acquiring 3D design skills is a major hurdle for educators and there is no single resource to address this need. To fill that gap, MakerBot today published a handbook designed to provide educators with a wide variety of ideas, activities and projects to get started with 3D printing. Titled MakerBot in the Classroom: An Introduction to 3D Printing and Design, the handbook includes an introduction to 3D printing and a range of hands-on 3D design lesson plans. MakerBot in the Classroom is available as a free digital download for registered MakerBot customers and a sample project chapter is available free to anyone who registers on MakerBot.com. Additionally, MakerBot launched a new MakerBot Education Resource Center with further ideas and resources to support the integration of 3D printing in the classroom, such as real-world MakerBot stories, videos, challenges for teachers and students, and more."
John Evans

5 Considerations for Designing Makerspaces | K-12 Blueprint - 1 views

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    "Makerspaces are a really hot commodity in schools and the focus of a lot of the conversation that surrounds improving learning spaces.  That's exciting, and an opportunity to provide new spaces that add capability for students and teachers is always a good thing. So, given this interest, what are some design questions to consider when thinking of adding a space that has maker capabilities?  Here are my top five which focus on the design of such a space:"
John Evans

Teaching the Design Process in Makerspaces | Renovated Learning - 2 views

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    "Stewart Middle Magnet is a STEM magnet school, and part of our curriculum comes from Project Lead the Way, including classes in engineering, robotics and aerospace.  The Design Process is an important part of that curriculum.  It also ties in beautifully with what we do in our makerspace.  So it made sense for me to partner up with one of our Project Lead the Way classes to teach our students about the basics of the design process.  While this was a lesson with a specific class, it could easily work with small groups, after-school clubs, or any group that you bring into your makerspace."
John Evans

The 14 Gifts of Design Thinking - Judy Imamudeen - 3 views

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    "I agree with Brene Brown about developing "shame resilience" and have found the usual tug of war between with teaching and mistake making diminishes when we introduce students to a mindset in which they appreciate the importance of recognizing our errors and strive for constant improvement. When I think about design thinking, I believe it could be a powerful way for students to experience their vulnerability and develop perspective taking, all the while creating real cool stuff-whether it is a piece of writing, a t-shirt, a rollercoaster, an app or, in my Early Year's classroom, a garden. They learn how to fail forward and create another prototype. This design sprint is not a destructive but constructive element because, although they spent a lot of time developing their idea, the focus shifts from the product itself to the user-who will reap the benefits of this redesign. It gets the kids to detach from what they are making to who they are making it for. This nuance has a relatively big impact on the process of improvement."
John Evans

Prepping a Learning Space to Grow into a Makerspace | Getting Smart - 1 views

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    "After visiting dozens of makerspaces in preparation for our design, and now a year into our newly-built makerspace, I can offer the following recommendations to those beginning design for new builds. Not just the equipment and materials, but the architectural design. Some elements that we fought for turned out hugely important, and we found that there were some elements we missed."
John Evans

Design Thinking and PBL | Edutopia - 2 views

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    "While project-based learning has existed for decades, design thinking has recently entered the education lexicon, even though its history can be traced back to Herbert A. Simon's 1969 book The Sciences of the Artificial. So why the resurgence of these ideas? Lately, I have heard teachers and school leaders express a common frustration: "We are _______ years into a _______ initiative, and nothing seems to have changed." Despite redesigning learning spaces, adding technology, or even flipping instruction, they still struggle to innovate or positively change the classroom experience. Imagine innovation as a three-legged stool. Many schools have changed the environment leg, but not the other two legs: the behaviors and beliefs of the teachers, administrators, and students. Consider this conundrum: much of what we know about teaching comes from 16+ years of observation as students. In no other profession do you spend that much time watching the previous generation before being told to change everything once you take control. Without the framework or scaffolding for that change, it's truly unreasonable to tell educators, "OK, start innovating.""
John Evans

Learn 3D Design with TinkerCAD and Project Ignite | The Whiteboard Blog - 3 views

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    "Project Ignite enables learners of all ages to gain practical hands-on experience with new software and hardware to build literacy in design, 3D, electronics, programming and more. Project Ignite integrates project content directly into Tinkercad and 123D Circuits, which are both free from Autodesk. Tinkercad is an easy to learn tool to create and print 3D models whilst 123D Circuits enables you to visualize and simulate circuits. These two apps provide a compelling combination to "make things real, and make them go!" Both of these tools are browser-based so there is no need to install anything. Children can carry on with their projects at home!"
John Evans

Apps in Education: How to Design a Beautiful iPad Lesson: - 4 views

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    "This is a beautiful lesson designed and presented by Rob Miller on Scrib. What I really like about this series of activities is that it allows the students or in Rob's case his teachers to articulate their own learning. It is never about a single app. It is the combination of apps that allow the learners to meet the learning outcomes. It is a great example of building a meaningful lesson around a concept and then providing the students with the tools to create content."
John Evans

8 maker tools to inspire next-gen innovation and design | eSchool News - 2 views

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    "The "maker movement" can play an important role in getting kids interested in innovation and design, and littleBits-which makes easy-to-use electronic building blocks-is finding itself at the center of this movement. Until now, the company has focused mostly on the consumer market, but during a March 8 keynote session, littleBits founder and CEO Ayah Bdeir announced a new kit made specifically for schools. "We want to unleash the inventor in everyone," Bdeir said. In a conversation with Education Week, Bdeir said schools need to find ways to make science, technology, engineering, arts, and math (STEAM) education more fun, engaging, and accessible for students. "I studied engineering, and almost on a weekly basis I wanted to quit," she said. "We need to find ways of approaching STEAM education differently." Bdeir said her experience in learning engineering as an undergraduate was "completely hands-off; as a result, many other students and I were turned off to it." But when she arrived at the MIT Media Lab for her master's of science degree, "it was the exact opposite. Every week was a new project, a new learning challenge. It was very scary, but also exhilarating and engaging." That's the experience her company is trying to replicate for students at all levels with the new STEAM Student Set."
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