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Nigel Coutts

Enhancing the power of our reflective practice - The Learner's Way - 4 views

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    "We do not learn from experience... we learn from reflecting on experience." ― John Dewey These words by John Dewey point to a truth about learning that is often forgotten. Experience alone is not sufficient for true learning to occur; reflection is an essential part of the process and our failure to include time for this is why our learning often does not stick.
Paul Beaufait

Excerpt From My Book On Teaching English Language Learners | Larry Ferlazzo's... - 12 views

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    This post pointed out reviews, and included "a portion of my [Larry's] Introduction that explains the parts of the 'Organizing Cycle': Building Strong Relationships with Students ... Accessing Prior Knowledge through Stories ... Identifying and Mentoring Students' Leadership Potential ... Learning by Doing ... [&] Reflection.
Ruth Howard

Students as 'Free Agent Learners' : April 2009 : THE Journal - 0 views

  • 51 percent of teachers are interested in learning how to integrate gaming into daily learning activities;
  • Sixty-five percent said it appeals to different learning styles; another 65 percent said it increases student engagement. Others said it allows for student-centered learning (47 percent), helps develop problem-solving and critical thinking skills (40 percent), helps develop creativity (39 percent), allows students to gain experience through trial and error (37 percent), and helps students visualize difficult concepts (35 percent).
  • Of those who have some interest in gaming, responses were varied as to its value in education. Sixty-five percent said it appeals to different learning styles; another 65 percent said it increases student engagement. Others said it allows for student-centered learning (47 percent), helps develop problem-solving and critical thinking skills (40 percent), helps develop creativity (39 percent), allows students to gain experience through trial and error (37 percent), and helps students visualize difficult concepts (35 percent).
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  • Of those who have some interest in gaming, responses were varied as to its value in education. Sixty-five percent said it appeals to different learning styles; another 65 percent said it increases student engagement. Others said it allows for student-centered learning (47 percent), helps develop problem-solving and critical thinking skills (40 percent), helps develop creativity (39 percent), allows students to gain experience through trial and error (37 percent), and helps students visualize difficult concepts (35 percent).
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    Students want more control over their own learning experiences through technology and want to define their own educational destinies and determine the direction of their learning. "This free agent learner is one that is technology-enabled, technology-empowered, and technology-engaged to be ... an important part of driving their own educational destiny. To some extent they feel ... it's a responsibility. They also feel it's a right to be able to do that. So technology has enabled this free agent learner. We have the opportunity in education to make sure they're on the right track and to be supportive of their learning experiences." Ive been waiting for this! This is exciting it points to the idea that students will co-create their curriculum. In my mind it will become imperitive that individuals choose their highest bliss-subjects and projects that reflect their passions. In the new collaborative work environments students will be more highly valued for their contributions to areas that they are most naturally motivated to explore. Their resulting contributions will result in inventiveness and cutting edge investigations via passion, self motivation and peer inspiration and direct access to thought leaders/mentors in the field. Teachers might become guides to ensuring students intentions are achieved- teachers as arbiters of human potential. Students will no longer be compared to each other. They will score according to their own self affirmed destinations-allowing of course for reviews and changes of destiny.Teachers might also need roles in law and ethics to ensure students are safe in their online world activities, monitoring students and their online peers, intercepting or prompting inside the conversations?
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    Of those who have some interest in gaming, responses were varied as to its value in education. Sixty-five percent said it appeals to different learning styles; another 65 percent said it increases student engagement. Others said it allows for student-centered learning (47 percent), helps develop problem-solving and critical thinking skills (40 percent), helps develop creativity (39 percent), allows students to gain experience through trial and error (37 percent), and helps students visualize difficult concepts (35 percent). But perhaps the most significant trend in education technology, Evans said, is the emergence of the student as a "free agent learner": Students want more control over their own learning experiences through technology and want to define their own educational destinies and determine the direction of their learning. "This free agent learner is one that is technology-enabled, technology-empowered, and technology-engaged to be ... an important part of driving their own educational destiny. To some extent they feel ... it's a responsibility. They also feel it's a right to be able to do that. So technology has enabled this free agent learner. We have the opportunity in education to make sure they're on the right track and to be supportive of their learning experiences."
Roland Gesthuizen

Paula Smith: Education 2020 -- An Emerging Consensus About Learning - 0 views

  • we need to add a truly human dimension to our educational benchmarks
  • First, an increasing number of people have concluded that we need to add a truly human dimension to our educational benchmarks.
  • if a lower school subject area like hands-on science is taught in a way that students understand, they go on to high school and college and explore biology, chemistry and physics with greater enthusiasm
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  • the new key metrics must be whether students find school interesting; whether the material challenges them; and whether they actually like school enough to continue their studies.
  • there are no limitations on what children can learn
  • children are preparing themselves to become lifelong learners when they question, analyze, compare, collaborate and listen in the classroom
  • teaching must be individualized and responsive to each student's talents, way of thinking and level of understanding
  • teachers act as coaches who model thinking, planning, risk-taking and reflection for children
  • Technology is transforming how we think about education today.
  • practice over time, plus motivation and mentoring, yields excellence and mastery
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    "as we contemplate 2020, I'm certain that there won't be one model, one benchmark, one standard, one curriculum, or one teacher training program that ultimately helps us reach our educational goals. But I strongly believe that a decade from now we'll be able to look back and know that we made learning more interesting for each and every child in our country"
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    How to make learning interesting for everybody.
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