Skip to main content

Home/ Classroom 2.0/ Group items tagged EdTech learners

Rss Feed Group items tagged

Nik Peachey

Tools for Learners | Scoop.it - 85 views

  •  
    A collection of 400 + online tools for learners.
  •  
    A collection of 400 + online tools for learners.
Kathleen Porter

Educational Leadership:Technology-Rich Learning:Students First, Not Stuff - 1 views

  • What Do We Mean by Learning?
  • 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
  • ...13 more annotations...
  • What Does It Mean to Be Literate?
  • What Does It Mean to Be Educated?
  • What Do Students Need to Know?
  • 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."
Nik Peachey

mysimpleshow - create your own explainer video ... - 0 views

  •  
    mysimpleshow create explainer videos https://t.co/BCplYRXxSu #elt #edtech #edtools #esl #efl #k12 #ell #clil
Nik Peachey

PingPong - SPOT Networking | Tools for Teachers... - 0 views

  •  
    PingPong - SPOT Networking https://t.co/kb1Zz99GPh #elt #esl #edtech #edapp #tesol #webtools #k12 #ell https://t.co/9B3zWwGc6n
Colette Cassinelli

EdTech Solutions - Teaching Every Student: Free Technology Toolkit for UDL in All Class... - 1 views

  •  
    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!
Martin Burrett

When Technology and Classrooms Collide…by @JMcKay1972 - UKEdChat - 0 views

  •  
    "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."
Susan Oxnevad

5 Ways to Use Google Docs in the Classroom - 0 views

  •  
    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.
Nik Peachey

12 Tips for training older teachers to use technology - Resources for English Language ... - 0 views

  •  
    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.
LUCIAN DUMA

Do you want to be a mentor or a learner than you should join TEACHER CHALLENGE #edchat ... - 0 views

  •  
    Teacher Challenge - Connecting teachers through free professional learning .
Paul Beaufait

68 Interesting Ways to Use Google Forms in the Classroom - 66 views

  •  
    A collective (social) and currently growing compilation explaining and illustrating how educators can use online data-collection forms both in and outside the classroom
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.
  • ...11 more annotations...
  • 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?
1 - 16 of 16
Showing 20 items per page