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in title, tags, annotations or urlEducation Week: Study Finds No Clear Edge for Charter Schools - 6 views
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Students who won lotteries to attend charter middle schools performed, on average, no better in mathematics and reading than their peers who lost out in the random admissions process and enrolled in nearby regular public schools, according to a national study released today.
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On average, though, the charter middle schools in the study enrolled a lower percentage of students who are eligible for free and reduced-price school meals than charters nationally, and served smaller percentages of students scoring below proficiency levels on state exams than their national peers.
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ClarkAC wrote: I think this just adds weight to the notion that the devil is in the details. Some charters (i.e., some KIPP schools - not all) are producing great results. Some are not.Some kids getting vouchers are doing much better. Some are not.Some traditional public schools are great. Some are not.On average, no one solution shows impact because we are looking at averages.I agree. We need to get under the hood. Until then, we won't find the solutions we seek. 6/29/2010 12:38 PM EDT on EdWeek
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Shout! Explore. Connect. Act. - 39 views
ISTE | Implementing the Refreshed NETS S - 0 views
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Implementing the Refreshed NETS*S - a free online professional development course presented by ISTE - developed to help school administrators, peer coaches, professional development providers, enhance their skills in identifying and supporting effective use of technology as a tool for teaching and learning.
Building Blogs | Teachers TV - 1 views
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Learn how blogging, video conferencing and computer technology can be used simply and effectively as teaching and learning aids in the classroom. In this programme, students from Acton High School in west London are motivated into journalistic action as they create the Newszine blog for the enjoyment of their peers. Ealing City Learning Centre facilitates the students' use of cutting edge technology to drive understanding of subject matter, independent learning and critical thinking.
Education Week: Backers of '21st-Century Skills' Take Flak - 0 views
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Unless states that sign on to the movement ensure that all students are also taught a body of explicit, well-sequenced content, a focus on skills will not help students develop higher-order critical-thinking abilities, they said at a panel discussion here in the nation’s capital last week.
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Array of Skills In the Partnership for 21st Century Skills’ vision for K-12 education, the arches of the rainbow depict outcomes, while the pools represent the resources needed to support those outcomes. But critics contend that states implementing this vision might focus too heavily on discrete skills instruction, at the expense of core content. SOURCE: Partnership for 21st Century Skills
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Ten states have agreed to work with P21 to incorporate a focus on technology, analytical and communication skills into their content standards, teacher training, and assessments.
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Study on the Effective Use of Social Software by UK FE & HE to Support Student Learning & Engagement : JISC - 0 views
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This study provides insights about
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educational goals of using social software tools; enablers or drivers within the institution, or from external sources which positively influence the adoption of social software; benefits to the students, educators and institutions; challenges that may influence a social software initiative; and issues that need to be considered in a social software initiative.
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social software tools support a variety of ways of learning: sharing of resources (eg bookmarks, photographs), collaborative learning, problem-based and inquiry-based learning, reflective learning, and peer-to-peer learning.
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Thinking in Mind: Using Voicethread for Peer Assessment - 0 views
MIT Press Journals - International Journal of Learning and Media - Full Text - 0 views
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Learning: Peering Backward and Looking Forward in the Digital Era Margaret Weigel Project Manager, Project Zero, Harvard Graduate School of Education margaret_weigel@pz.harvard.edu Carrie James Research Director, Project Zero, Harvard Graduate School of Education carrie_james@pz.harvard.edu Howard Gardner Hobbs Professor of Cognition and Education, Project Zero, Harvard Graduate School of Education hgasst@pz.harvard.edu
Digital Education - 0 views
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This blog post on Ewan McIntosh's edu.blogs.com points out a new peer-reviewed study that links Web 2.0 to academic improvement. The report found that Web 2.0 tools encourage participation and engagement, especially for those students who are timid; help students continue classroom discussions outside of the classroom; let students who are so inclined continue researching anytime, anywhere; and instill a sense of ownership and pride in students for the work they publish online, which can lead to more attention to detail and a better quality of work. The report also found that one of the biggest obstacles to using Web 2.0 tools in the classroom was the time it takes teachers to incorporate those new tools into lesson plans. Although many teachers were familiar with the tools and used them in their personal lives, they were apprehensive about how to monitor Internet use in the classroom and the time needed to figure out how those tools should be used to teach.
Students as 'Free Agent Learners' : April 2009 : THE Journal - 0 views
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51 percent of teachers are interested in learning how to integrate gaming into daily learning activities;
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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."
Take 2 Inc. - Homepage - 0 views
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This is in incredible resource and opportunity. Great for collaboration with Digital Media Class and content area subject. I also like the advocacy and "pass it forward" requirements.
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How to Turn a Teenager Into a Global Citizen 1. Provide professionally-shot conflict-zone footage free of charge to high school and college students in the USA and across the globe. 2. Support the students in creating documentaries, shorts, and public service announcements that demonstrate understanding and empathy with their subjects. 3. Provide forums for students to collaborate with other participating schools and receive peer/expert feedback on their projects and ideas. 4. Encourage the students to showcase their projects in a variety of forums in order to practice their leadership skills and create a broader public understanding on issues of global significance
FETC - 0 views
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FREE 100 PERCENT ONLINE EVENT! APRIL 23, 2009 11:00am-7:00pm EST Registration Required PARTICIPATE WITH YOUR COLLEAGUES FROM THE CONVENIENCE OF YOUR OFFICE! The award-winning producers of FETC and T.H.E. Journal invite you to participate in a FREEvirtual conference for K-12 educators and technology staff exploring the most pressing issues related to 21st Century Skills. Join your peers and industry experts as they investigate a range of compelling topics including: * Career and technical education * The Obama administration's global workforce development agenda * Digital teaching methods and tools
News: Making Wikis Work for Scholars - Inside Higher Ed - 0 views
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Others, noting features of the Web site that contribute to inaccuracies and shortchange the value of expertise, are building variations on the model that are more amenable to academics and to peer review.
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"I use Wikipedia a lot for my own research and for course preparation. Often, to the extent that [Wikipedia articles] appear on my syllabi it’s to give students a quick overview of a subject or concept when I’m looking less for a theoretical or critical perspective and more for this kind of open-source knowledge, or kind of 'crowd-sourced' perspective,"
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Still, some continue to worry that the very structure of Wikipedia encourages editors (who can be anyone) to disregard expertise and undermine the basic mechanics of peer review and academic credibility.
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ISTE | NETS for Students 2007 - 0 views
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"2. Communication and Collaboration Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students: a. interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media."
TeachersFirst XW1W (Across the World Once a Week) - 0 views
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XW1W uses today's instant technologies to share answers to the same question across the world once a week. XW1W is a simple, social way for students to learn about real life in other cultures from real kids all across the world. By simply "hashtagging" Twitter or blog responses to a weekly question about daily life, students can share and learn about other cultures from their international peers
Mozilla Jetpack for Learning Design Challenge - 13 views
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# Turn social bookmarking and page annotation into effective learning tools (for example by including peer-assessment features). # Allow users to easily compile personal e-portfolios (for example, by combining their own works - photos, comments, articles-with testimonials others have written about them). # Let the browser suggest relevant materials (for example, by automatically identifying additional articles based on what sites a person visit or which topics they search for). # Support social learning communities (for example, by making it easy to find and connect with others who share similar learning interests).
Conference Proceedings | ILA Third International Conference, Japan 2007 - 3 views
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These proceedings comprise 42 of the 170 scheduled parallel sessions, and one paper written in response to one of the sessions. Proceedings table of contents and papers The proceedings have been registered as an online publication ISSN 2073-7513. All papers have been double-blind peer reviewed a minimum of twice.
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