allowing students to pursue their interests in the context of the curriculum
Teachers must be colearners with kids, expert at asking great, open-ended
questions and modeling the learning process required to answer those questions.
Teachers should be master learners in the classroom
developing the skills and dispositions necessary for them to learn whatever they
need to learn whenever they need to learn it? That means rethinking classrooms
to focus on individual passions, inquiry, creation, sharing, patient problem
solving, and innovation
start with the questions that focus on our students
Instead of helping our students become "college ready," we might be better off
making them "learning ready," prepared for any opportunity that might present
itself down the road
With access, and with a full set of skills and literacies to use this access
well, we now have the power to create our own education in any number of ways
manage, analyze, and synthesize multiple streams of simultaneous information
Some, like 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—for
users to be productive. Professor Henry Jenkins at the Massachusetts Institute
of Technology (MIT) advocates for transmedia literacy, which
includes networking and performance skills that take advantage of this
connected, audience-rich moment.
it's about addressing the new needs of modern learners in entirely new ways. And
once we understand that it's about learning, our questions reframe
themselves in terms of the ecological shifts we need to make: What do we mean by
learning? What does it mean to be literate in a networked, connected world? What
does it mean to be educated? What do students need to know and be able to do to
be successful in their futures? Educators must lead inclusive conversations in
their communities around such questions to better inform decisions about
technology and change
Right now, we should be asking ourselves not just how to do school better, but
how to do it decidedly differently
Learning is now truly participatory in real-world contexts. The transformation
occurs in that participation, that connection with other learners outside school
walls with whom we can converse, create, and publish authentic, meaningful,
beautiful work
what do we do as schools become just one of many places in both the real and
virtual world where our students can get an education?
Welcome to what portends to be the messiest, most upheaval-filled 10 years in
education that any of us has ever seen. Resistance, as they say, is futile
"Putting technology first-simply adding a layer of expensive tools on top of the traditional curriculum-does nothing to address the new needs of modern learners."
I have assembled a number of free resources that I believe should be on every classroom computer to promote learning for all students based upon principles of UDL. These tools provide improved access and accommodate for learner differences. Additionally, they are fun and engaging!
"Development of technology within the classroom can aide the identification of contextual factors that may or may not contribute to effective use of technology in enhancing quality learning experiences. Factors such as organisational culture, teacher self-efficacy and their confidence and experience in utilising technology, resources and learner engagement all have to be considered to allow for an integrated approach."
Google Docs is a user friendly suite of online collaborative tools that come with tremendous potential for use in the classroom. Last year all of the students in our school received Google Docs accounts and I was kept quite busy getting students and teachers up and running with the new tools, then discovering innovative ways to use them as effective tools for learning. Here are some of the favorites.
There is an assumption that persists in the educational community that more mature teachers are much more difficult and reluctant to be trained on the effective use of educational technology. To some degree, I think this assumption has been built on by the digital native vs digital immigrant myth. But as someone who has trained teachers of all ages all over the world I would say that, from my own experience, this hasn't been the case.
A collective (social) and currently growing compilation explaining and illustrating how educators can use online data-collection forms both in and outside the classroom
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.”
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.
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?