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Demetri Orlando

Educational Leadership:Technology-Rich Learning:Students First, Not Stuff - 0 views

  • productive learning is the learning process which engenders and reinforces wanting to learn more" (p. x). Never has that been more possible than at this moment of abundant access to information, knowledge, and people via the web. But "wanting to learn more" suggests a transfer of power over learning from teacher to student—it implies that students discover the curriculum rather than have it delivered to them. It suggests that real learning that sticks—as opposed to learning that disappears once the test is over—is about allowing students to pursue their interests in the context of the curriculum.
  • literacy is much more than simply reading and writing texts. The organization's position statement (n.d.) now defines 21st century literacies as including "proficiency with the tools of technology," an ability to "manage, analyze, and synthesize multiple streams of simultaneous information," an ability to "design and share information for global communities to meet a variety of purposes," and more.
  • Stanford professor Howard Rheingold, believe that technology now requires an attention literacy—the ability to exert some degree of mental control over our use of technology rather than simply being distracted by it
Demetri Orlando

A Gamified e-Learning Design Model to Promote and Improve Learning (PDF Download Availa... - 0 views

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    Nice analysis of gamificaiton
Demetri Orlando

Design Thinking Process infographic - 0 views

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    from Nueva school
Demetri Orlando

Intro to Design Thinking - 0 views

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    PDF from standord D School
Demetri Orlando

Social Teaching by Design: 6 Assignment Ideas - 0 views

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    neat project ideas
Megan Haddadi

Simulations Helping New Teachers Hone Skills - 0 views

  • The student-teacher faces a rowdy class. “We’re not going to have that kind of behavior in here,” she says. “It’s too loud in here to move on.” The students don’t pay much attention. A boy in the back row, wearing a sleeveless T-shirt, slumps his shoulders. Another student waves his hand aimlessly. “Nah, just stretching,” he replies, when the teacher asks if he needs something. Scenes such as that aren’t uncommon in urban classrooms, but in this case there is one critical difference: These students are avatars—computer-generated characters whose movements and speech are controlled by a professional actor. Each of the five characters—all with distinct abilities, personalities, and psychological profiles, and even names like “Maria” and “Marcus”—were created as part of the TeachME initiative at the University of Central Florida, in Orlando. There, teacher-candidates can practice in a virtual classroom before ever entering a real one. Real-time classroom simulations like TeachME, supporters say, offer promise for a host of teacher-training applications. Through them, candidates could learn to work with different groups of students, or practice a discrete skill such as classroom management. Most of all, such simulations give teachers in training the ability to experiment—and make mistakes—without the worry of doing harm to an actual child’s learning. “It allows the teacher to fail in a safe environment,” said Lisa Dieker, a professor of education at the University of Central Florida and one of the designers of TeachME. “Real kids, trust me, will remember in May what you said to them in August. You can’t reset children.”
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    video simulation helps new teachers learn classroom management skills
Demetri Orlando

UVA Med School Embraces Innovative Teaching - 0 views

  • they are expected to graduate with the habits of mind—curiosity, skepticism, compassion, wonder—that will prepare them to be better physicians
  • About half of all medical knowledge becomes obsolete every five years. Every 15 years, the world’s body of scientific literature doubles.
  • better integration of formal knowledge and clinical experience and a learning process that is individualized, not one-size-fits-all
  • ...8 more annotations...
  • One of the goals of this whole model—of having students do a lot of the learning themselves rather than passively listening—is that they need to be lifelong learners
  • Gone is the traditional 50-minute lecture. (Also gone is paper, for the most part.) The students have completed the assigned reading beforehand and, because they’ve absorbed the facts on their own, class time serves another purpose. Self-assessment tests at the start of class measure how well they understand the material. Then it’s time to do a test case, to reinforce their critical thinking and push their knowledge and skills to another level.
  • The room’s interactive technology allows her to link to students’ laptops; it also enables their work to be broadcast onto the big screens. Instead of a blackboard, she can use a document camera, which is like an overhead projector, allowing her to write or draw a diagram that will project on the screens. Absentees can view a podcast of the session.
  • We’re trying to create a situation in which they are thinking as a physician working with a patient, not as a professional test taker,
  • Immediately following the exercise, students move to a separate room where, still highly energized, they watch the video and reflect on their decision making as physicians in that particular situation.
  • studies in modern learning theory indicate that hour-long lectures are not the best way to teach students because the average attention span for listening to one is about 12 minutes.
  • The circular learning studio, Pollart notes, is designed for learning, not teaching.
  • There was some initial resistance. Some faculty felt a little offended
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    a lot of these ideas are applicable to k-12
Demetri Orlando

Show The Learner Visible Signs of Their Learning « Karl Kapp - 0 views

  • One of the strengths of gamification is that it provides visible milestones of the student’s mastery of content in real time (when it is well designed). Too often in an instructional setting, the learner doesn’t know whether or not he or she really understands or can apply the knowledge they are learning. There is often no visible sign of mastery of the content or application of the content.
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    A principle that ought to be applied in more learning environments (visible mastery/ability to solve a problem)
Demetri Orlando

thinkering studio - home - 0 views

  • Design, Make, Remix, Hack, Create, Build, Program, Craft, Etc.
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    This aligns well with our discussions around creating MakerSpaces and Fab Labs. Would love to discuss how it relates to learning commons efforts as well.
Demetri Orlando

Why Schools Must Move Beyond One-to-One Computing | November Learning - 1 views

  • Perhaps the weakest area of the typical one-to-one computing plan is the complete absence of leadership development for the administrative team—that is, learning how to manage the transition from a learning ecology where paper is the dominant technology for storing and retrieving information, to a world that is all digital, all the time. Leaders must be given the training to: Craft a clear vision of connecting all students to the world’s learning resources. Model the actions and behaviors they wish to see in their schools. Support the design of an ongoing and embedded staff development program that focuses on pedagogy as much as technology. Move in to the role of systems analyst to ensure that digital literacy is aligned with standards. Ensure that technology is seen not as another initiative, but as integral to curriculum.
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