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Julie Shy

MentorMob - Great Minds Share Alike - MentorMob - 0 views

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    An amazing site that allows users to create browse 'playlists' of websites to make a custom lesson. Add comments and instructions. View hundreds of bundles made by others. Just share the link to share with your students and colleagues. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
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    Information is more accessible today than ever before. Even with the world at our fingertips and 24/7 access to experts everywhere, we find ourselves in a bind. We know there is great, free content out there that we could use to learn just about anything. We also know that for every great article or video on the Internet there are 100,000 terrible ones to beat it to the top of the search engine results. Seeded from this frustration and fueled with the mission to change the way people access and learn from Internet content, MentorMob is bringing sense to all of this disorganization of valuable information. Creating and editing Learning Playlists is a free and easy process. Not only does it show the world what you know, but it opens your knowledge to people who share your skills so they can help you refine it by adding and editing your Learning Playlist. Each Learning Playlist can be rated, bringing the best ways to learn to the top of the charts.
Sheri Edwards

Five Frontrunners of "e-learning 2.0" | Startup Reviews|Tech news|Tech events|Tech tips... - 0 views

  • They are all e-learning 2.0 websites,which means they are open(unlike closed,transaction based systems),community fueled(unlike tutor sourced) and employ Web 2.0 technologies to execute their mission(and that’s actually a special and unique thing about this list).
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    elearning open
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    They are all e-learning 2.0 websites,which means they are open(unlike closed,transaction based systems),community fueled(unlike tutor sourced) and employ Web 2.0 technologies to execute their mission(and that's actually a special and unique thing about this list).
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?
zebrians

Personality Development - 0 views

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started by zebrians on 01 Jan 22 no follow-up yet
Tero Toivanen

Education Futures - The role of schools in Education 3.0 - 1 views

  • Education 3.0 schools produce knowledge-producing students, not automatons
  • Education 3.0 schools share, remix and capitalize on new ideas.
  • schools will express new forms of leadership within the communities that they serve.
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  • Education 3.0 schools embrace change rather than fighting change.
  • schools may become the driving forces of creating new paradigms that will drive this and future centuries.
  • Education 1.0 schools cannot teach 3.0 students.
    • Tero Toivanen
       
      It's time to change!
  • If schools continue to embrace the 1.0 paradigm and are outmoded by students that thrive in a 3.0 society, we can only expect continuous failure.
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    An an era driven by globalized relationships, innovative social technologies, and fueled by accelerating change, how should we reinvent schools?
Jorge Gonçalves

The Practicality of Social Constructivism in eLearning - 32 views

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    This guest post is contributed by Ryan Goodrich, a staff writer for NorthOrion. Ryan writes on topics including loans, insurance and online education.Social constructivism, an educational theory originally accredited by Jean Piaget, suggests that experiences are what best fuel knowledge. When we
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