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Collect - Relate - Create - Donate Framework - Teaching English With Technology - 1 views

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    The framework consists of four parts: Collect, Relate, Create, and Donate. In Schneiderman's framework, projects begin with a chance to Collect knowledge, and students research the factual building blocks of their learning project. From there students Relate with one another - since collaboration and cross-cultural communication skills play essential roles in our economic and civic spheres. Based on the collection of building blocks and relating their knowledge to one another, students the Createsome kind of tangible demonstration of their understanding. The final part of an activity is to find a forum to Donate the student work so that students can enjoy the opportunity to publish their work and be of service to others.
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http://www.ascd.org/ASCD/pdf/siteASCD/publications/UbD_WhitePaper0312.pdf - 0 views

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    INTRODUCTION: WHAT IS UbD™ FRAMEWORK? The Understanding by Design® framework (UbD™ framework) offers a planning process and structure to guide curriculum, assessment, and instruction. Its two key ideas are contained in the title: 1) focus on teaching and assessing for understanding and learning transfer, and 2) design curriculum "backward" from hose ends.
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Understanding by Design® framework - Videos, Articles, Resources, Experts - 0 views

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    "Thousands of educators across the country use the Understanding by Design framework, created by the late Grant Wiggins and Jay McTighe, to get a handle on standards, align programs to assessments, and guide teachers in implementing a standards-based curriculum that leads to student understanding and achievement. "
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Seeing rhizomatic learning and MOOCs through the lens of the Cynefin framewor... - 0 views

  • MOOCs as a structure – and rhizomatic learning as an approach – privilege a certain kind of learning and learner. The MOOC offers an ecosystem in which a person can become familiar with a particular domain. Rhizomatic learning is a way of navigating that ecosystem that empowers the student to make their own maps of knowledge, to be ‘cartographers’ inside that domain. It suggests that the interacting with a community in a given domain is learning. The community is the curriculum.
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http://jolt.merlot.org/vol9no2/irvine_0613.pdf - 0 views

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    My review of this article Realigning HIgher Education for the 21st Century Learner through Multi-Access Learning. http://azbtechtrails.blogspot.com/2013/09/multi-access-learning-framework.html
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Design and implementation factors in blended synchronous learning environments: Outcome... - 0 views

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    Increasingly, universities are using technology to provide students with more flexible modes of participation. This article presents a cross-case analysis of blended synchronous learning environments-contexts where remote students participated in face-to-face classes through the use of rich-media synchronous technologies such as video conferencing, web conferencing, and virtual worlds. The study examined how design and implementation factors influenced student learning activity and perceived learning outcomes, drawing on a synthesis of student, teacher, and researcher observations collected before, during, and after blended synchronous learning lessons. Key findings include the importance of designing for active learning, the need to select and utilise technologies appropriately to meet communicative requirements, varying degrees of co-presence depending on technological and human factors, and heightened cognitive load. Pedagogical, technological, and logistical implications are presented in the form of a Blended Synchronous Learning Design Framework that is grounded in the results of the study.
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