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Maggie Verster

Guidelines For Authors Of Learning Objects - 0 views

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    This guide explores the what, why and how of learning objects. It offers practical advice for designing for usability - and reusability; for keeping your learning objects learner-centered and learner-driven; for aligning with current metadata standards; and for making your objects accessible. It includes tips for "marketing" your finished work and points you to resources for follow-up information.
dsatkins1981

Five Psychological Principles Fueling Gamification : Learning Solutions Magazine - 0 views

  • narratives developed around a learning activity make the activity more engaging and relevant to the learner
    • dsatkins1981
       
      How could we build content and narrative into an Escape Room to enhance the already value elements such as problems-solving and creative thinking?
  • leveling up should become more difficult as users progress through the material.
    • dsatkins1981
       
      Designers at Nintendo often say: the best games are simple to play, but difficult to master (i.e. Mario).
  • the brain can only handle a finite amount of information at one time before becoming overloaded.
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  • Better learning happens when this occurs.
  • Gamification has been shown to relieve stress and clear the brain of distractions.
  • “If you play Angry Birds or some other game on your mobile or laptop, you are not thinking about what you are making tonight for dinner. You are thinking about what is going on in the game,” she says.
  • incorporate learning in that experience, it causes a hyper focus on the key learning point.”
    • dsatkins1981
       
      Some in the field of brain science are finding that multitasking is actually detrimental to task-quality. In other words, each additional task you undertake decreases the quality of your focus on all tasks exponentially and therefore decreases each resultant product. Hyperfocus for limited periods may be much more inline with the way the brain wants to work.
  • on a psychological level, losses can be twice as powerful as gains
  • Individuals will keep playing
  • relieves cognitive overload
  • forges an emotional connection
  • individuals would rather avoid losses than acquire equivalent gains.
  • an individual would prefer to not lose $5, as opposed to finding $5.
  • Users who earn or receive awards as a result of gamification do not want to lose them and, thus, will continue playing in order to retain them.
    • dsatkins1981
       
      Like sonic the hedgehog losing rings? I like it. On the other hand, what about the evil of our day: microtransactions? Where does that come into play and what are the risks of abuse by designers of gamification in education?
kabir mo

ZIIEI - INNOVATIVE PATHSHAALA- APP FOR TEACHERS - 0 views

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    ZIIEI Innovative Pathshaala App is designed to encourage and promote an experiential learning environment in the classroom. This platform serves as an everyday classroom companion to the teachers who can refer to the innovative ways of teaching different lessons through these zero-investment ideas. IP App is a digital leap of Innovative Pathshaala that is a series of books serving as a readymade teaching tool for all the teachers. This free learning App is a one-stop junction for subject-specific teaching tools mapped with all educational boards like C.B.S.E, I.C.S.E, Uttar Pradesh Board, Bihar Board, MP Board and many more. Teachers have access to innovative and experiential learning concepts, based on the existing school curriculum, applicable to any grade, multi-grade, and inclusive classrooms. The zero investment teaching tools available on this educational app can be of great help to govt. school teachers, private school teachers, tutors and to all kinds of educationists.
Leonard Miller

How 21st Century Thinking Is Just Different - 0 views

  • this world full of information abundance, our minds are constantly challenged to react to data, and often in a way that doesn’t just observe, but interprets. Subsequently, we unknowingly “spin” everything to avoid cognitive dissonance
  • Instead, we might consider constant reflection guided by important questions as a new way to learn in the presence of information abundance.
  • Information Abundance There is more information available to any student with a smartphone than an entire empire would have had access to three thousand years ago
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  • Truth may not change, but information does. And in the age of social media, it divides and duplicates in a frenzied kind of digital mitosis.
  • Specifically, new habits of mind. Persisting. Managing impulsivity. Responding with awe. Questioning. Innovating. Thinking interdependently.
  • learn
  • If the 20th century model was to measure the accuracy and ownership of information, the 21st century’s model is form and interdependence
  • learning options today don’t just abound, they dwarf formal learning institutions in every way but clout with the power-holders—parents, teachers, deans, and curriculum designers
  • Habits, by nature, are reflexive, accessible, and adaptable–not unlike knowledge. This is a can’t-miss point. Internalized and reflexive cognitive patterns that are called upon intrinsically, and transfer seamlessly.
  • all else, the 21st century
  • learner
  • Above
  • needs for self-knowledge and authentic local placement, two very broad ideas that come from patient thinking
  • Persistence. Managing Impulsivity. Responding with awe.
  • Old learning forms focused on the thinker rather than the thoughts, the source rather than the information, and correctly citing that source over understanding what made that information worth extracting
  • The tone of thinking in the 21st century should not be hushed nor gushing, defiant nor assimilating, but simply interdependent, conjured to function on a relevant scale within a much larger human and intellectual ecology, one that exposes itself daily across twitter, facebook, and a billion smartphone screens.
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    Beautiful description of 21st century thinking
LaDawna Harrington

Shaping the Learning Environment - 0 views

FREE Webinar 4/17 | Guided Research Join us for the next LMC @ The Forefront webinar! Guided Research: Shaping the Learning Environment by Being observANT Wednesday, April 17, 2013 - 4pm / Eastern ...

Inquiry Guided Research Technology Digital Learning teaching collaboration education

started by LaDawna Harrington on 14 Apr 13 no follow-up yet
Evelyn Izquierdo

Come join Podcasting for the ESL/EFL Classroom - 20 views

Hi all! Happy New Year! Here is an invitation for you. Come join Podcasting for the ESL/EFL Classroom, a totally free, 5-week, hands-on, TESOL - Electronic Village Online (EVO) workshop aimed at ...

podcasting web2.0 technology tools resources Teaching learning

started by Evelyn Izquierdo on 05 Jan 12 no follow-up yet
Tero Toivanen

eLearn: Feature Article - 0 views

  • The goal of the Semantic Web is to provide the capacity for computers to understand Web content that exists on systems and servers across the Internet, ultimately adding value to the content and opening rich new data, information, and knowledge frontiers.
  • In essence, the Semantic Web is a collection of standards, data structures, and software that make the online experience more detailed, intelligent, and in some cases, more intense.
  • In addition to the standards that govern the data and its structure, semantic technologies seek to define the framework and method of communication between systems.
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  • This is a key component of the Semantic Web because IPAs will make the intelligent connections between content, mapping relationships, and alerting users and systems to content that previously would not have been identified, or if recognized, would have been discovered accidentally by searching or user recommendation. The Web will essentially be building correlations between defend types of learning interaction regardless of whether the user is online.
  • The potential of the Semantic Web could actually revolutionize the learning experience. Roger Schank, who helped found the Learning Center at Carnegie Mellon University, designed a new methodology that eliminates classes, tests, lectures, and even programs themselves.
  • Schank argues the most effective way to teach new skills is to put learners in the kinds of situations in which they need to use those skills, and to provide mentors who help learners as and when they need it. Effective learners come to understand when, why, and how they should use skills and knowledge. They receive key just-in-time lessons, in such a way that learners will most likely remember the information later when they need it. In a Semantic Web context, learning would be continuously invigorated with the obvious benefits being an increase in the quality of content and the sophistication of student interactions.
  • The prospect of applying semantic concepts to learning administration as well as direct pedagogy could offer benefits to the institution and the learner.
  • educational organizations should keep data secure while addressing issues around open access, though in principle the way would be clear to integrate systems across intranets and extranets.
  • Government agencies and lawmakers need to engender the broad necessity and the vision as well as provide adequate support and development mechanisms for those institutions and innovators wishing to further semantic applications within e-learning. Finally, and perhaps most importantly, the learners and tutors must embrace the new opportunities and pedagogical frontiers that a web of meaning could ultimately deliver.
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    The goal of the Semantic Web is to provide the capacity for computers to understand Web content that exists on systems and servers across the Internet, ultimately adding value to the content and opening rich new data, information, and knowledge frontiers.
J Black

The End in Mind » A Post-LMS Manifesto - 0 views

    • J Black
       
      This is a very profound statement that we should closely look at. Do LMS do nothing more than perpetuate the traditional classroom model?
  • Technology has and always will be an integral part of what we do to help our students “become.” But helping someone improve, to become a better, more skilled, more knowledgeable, more confident person is not fundamentally a technology problem. It’s a people problem. Or rather, it’s a people opportunity.
  • The problem with one-to-one instruction is that is simply doesn’t scale. Historically, there simply haven’t been enough tutors to go around if our goal is to educate the masses, to help every learner “become.”
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  • Through experimental investigation, Bloom found that “the average student under tutoring was about two standard deviations above the average” of students who studied in a traditional classroom setting with 30 other students
  • here is, at its very core, a problem with the LMS paradigm. The “M” in “LMS” stands for “management.” This is not insignificant. The word heavily implies that the provider of the LMS, the educational institution, is “managing” student learning. Since the dawn of public education and the praiseworthy societal undertaking “educate the masses,” management has become an integral part of the learning. And this is exactly what we have designed and used LMSs to do—to manage the flow of students through traditional, semester-based courses more efficiently than ever before. The LMS has done exactly what we hired it to do: it has reinforced, facilitated, and perpetuated the traditional classroom model, the same model that Bloom found woefully less effective than one-on-one learning.
  • Because the LMS is primarily a traditional classroom support tool, it is ill-suited to bridge the 2-sigma gap between classroom instruction and personal tutoring.
  • undamentally human endeavor that requires personal interaction and communication, person to person.
  • We can extend, expand, enhance, magnify, and amplify the reach and effectiveness of human interaction with technology and communication tools, but the underlying reality is that real people must converse with each other in the process of “becoming.”
  • n the post-LMS world, we need to worry less about “managing” learners and focus more on helping them connect with other like-minded learners both inside and outside of our institutions.
  • We need to foster in them greater personal accountability, responsibility and autonomy in their pursuit of learning in the broader community of learners. We need to use the communication tools available to us today and the tools that will be invented tomorrow to enable anytime, anywhere, any-scale learning conversations between our students and other learners
  • However, instead of that tutor appearing in the form of an individual human being or in the form of a virtual AI tutor, the tutor will be the crowd.
  • The paradigm—not the technology—is the problem.
  • Building a better, more feature-rich LMS won’t close the 2-sigma gap. We need to utilize technology to better connect people, content, and learning communities to facilitate authentic, personal, individualized learning. What are we waiting for?
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    A very insightful look into LMS use and student achievment. Highly recommended read for users of BB or Moodle.
Paul Beaufait

Home | Usability.gov - 22 views

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    "Usability.gov is a one-stop source for government web designers to learn how to make websites more usable, useful, and accessible. The site addresses a broad range of factors that go into web design and development" (Enhancing the User Experience, ¶1, retrieved 2011.09.09
Martin Burrett

Instinct - 0 views

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    Learn to play guitar with this beautifully designed site. Work through the lessons using your own guitar along with your computer's microphone so the site can interact with you as you play in real time. The site will even help you tune it. If you haven't got a guitar to hand, you can use the on-screen virtual guitar. The course is designed for beginners, but lessons progress quickly. The site seems to work best on Google Chrome. http://ictmagic.wikispaces.com/Music%2C+Sound+%26+Podcasts
Nigel Coutts

An Introduction to Design Thinking (Part Two) - 20 views

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    In the constructivist-learning model, engagement and experience combine with immersive environments and self-organisation of knowledge to establish a context in which learning occurs naturally. Constructivism has since the time of Dewey become closely affiliated with Project Based Learning and yet despite years of efforts to refine the process the result does not always match the promise. Design Thinking might be the answer.
Maggie Verster

Learning 2.0 Tutorial for teens - really fab - 0 views

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    This tutorial is designed so that you can learn how to use the tools of web 2.0 for your classes or for fun.
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    This tutorial is designed so that teens can learn how to use the tools of web 2.0 for their classes or for fun.
Nigel Coutts

Process vs Product in Maker-centered Learning - The Learner's Way - 8 views

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    The maker movement and with it maker-centered learning brings new possibilities and challenges into the classroom. It has spawned makerspaces and students are busy designing and making products. The danger with all this frenzied making is that it is very easy to miss the point, to focus on the product and not the journey.  
Nigel Coutts

Helping students to become problem finders - The Learner's Way - 8 views

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    For students engaging in creative personalised learning projects such as a 'Genius Hour' or 'Personal Passion project it can often be difficult for them to uncover the right project. Students have become so reliant upon their teachers to pose them problems that when they are given the option to explore one of their own design they don't know where to start. This is indeed a significant challenge as we know that our students will enter a workforce and world of learning beyond school where they must be active problem finders. How then might we provide the support they require without removing the opportunity for truly personalised exploration.  
Roland Gesthuizen

http://labspace.open.ac.uk/file.php/6925/activity_2_extract.pdf - 0 views

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    "What does the research tell us about what works well in online learning? Coomey and Stephenson reviewed current research to find out. Designers of online learning, the review reveals, should pay considerable attention to  learner control, dialogue, learner support and opportunities for direct learner involvement."
Walter Antoniotti

Statistics using The Quick Notes Learning System - 0 views

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    Traditional course in Statistics is outlined in twenty-four, two-page learning units each followed by a two-page practice set and two pages of Quick Questions. Learning units and practice sets are designed as a continuous case dealing with marketing questions for descriptive statistics and probability and then dealing with manufacturing questions for inferential statistics. Complete solutions are provided at the back arranged in a row so they appear as the solution to case problem.\n
Kerry J

SLOODLEcasestudy1.pdf (application/pdf Object) - 0 views

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    We look at a class taught across two institutions in Korea and Dubai, illustrating how Sloodle can be used to enhance learning and teaching activities that are using Second Life®. Second Life (and Sloodle) formed only one component of the class - and we see how Second Life/Sloodle may be used alongside a range of other communications technologies in designing and supporting engaging learning experiences.
Jeff Johnson

BLC Conference (November Learning) - 0 views

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    Get ready to have your brain tickled with ideas from around the world. The 2009 Building Learning Communities Conference is designed to have an immediate and long range impact on improving teaching and learning. What first started as a 'jam session' of ideas between friends and education colleagues has grown into something truly special. Each year at BLC, we welcome representatives from around the world along with some of the most prestigious leaders in the field of education technology. Our conference program features hands-on pre-conference workshops, keynotes and over 90 main session workshops.
Jose Paulo Santos

Activsoftware Inspire Edition : Promethean Planet - 1 views

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    Our next generation of teaching and learning software has been designed by teachers for teachers, creating our very first user-generated solution - and we couldn't wait to share it with you… Activsoftware Inspire Edition delivers amazing functionality and exciting new features; making learning journeys more fun than ever before. Available exclusively to Promethean Planet members, our tailored preview specifically invites feedback, offering you the opportunity to shape the future of the de facto educational platform of tomorrow.
Judy Robison

Language Learning by iPod: An Emerging Model | Research & Articles - 35 views

  • What we see in these podcasts are some best practices - using social web tools to enhance online language learning and innovative approaches to utilizing podcasting for educational goals.  While language learning has been around as long as human beings have spoken more than one tongue, the model here is uniquely designed for the Web 2.0 world. Static lesson content is transformed into 'lesson events' by focusing student attention around specific content and encouraging student involvement to further enhance the originally designed lesson.  Podcasts, with their conversational nature, rapid publication cycle and modular architecture can further transform learning into an engaging, fresh and personalized experience. This actually takes steps into Learner 2.0 where the learner changes their experiences and behaviors through a collaborative process as they interact with the content, other users, and the instructors.
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    Commentary on using podcasts to teach language.
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