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Sheri Edwards

What is the value of social media for your professional learning? : KQED Education | KQ... - 0 views

  • Critical thinking, the old mainstay of higher education, is no longer enough to prepare our youth for this world. We must create learning environments that inspire a way of being-in-the-world in which they can harness and leverage this new media environment as well as recognize and actively examine, question and even re-create the (increasingly digital) structures that shape our world.
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    " Critical thinking, the old mainstay of higher education, is no longer enough to prepare our youth for this world. We must create learning environments that inspire a way of being-in-the-world in which they can harness and leverage this new media environment as well as recognize and actively examine, question and even re-create the (increasingly digital) structures that shape our world."
Sheri Edwards

The Introspection of a Pedagogue: Gamification: Good or bad? I say good! - 0 views

  • In my social studies classes I am a fan of games that go beyond the simple answer a question get a point and instead cause students to debate within and without their table group, think critically, and make a decision.  Games are not some aberration that teaches students to think life is a game, but instead is creating an environment that allows for difficult concepts to be acted out in a safe environment.
  • even if the game doesn’t come out great the teacher tried to be creative instead of hiding behind what “works". 
  •  I also think that at times to much has been pushed onto the “best practices” and has slowed creative thought.  The best practices have a place and they work very well when used properly, but when do we stop saying what teachers are doing is wrong because they don’t look like the person next door?  Are we all supposed to be clones teaching in the same way all the time?  I think not.  But I suppose that is a different topic to tackle on different post. 
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    "We are not just handing out badges, but implementing creative ways to engage students to help them try on concepts for size.  We are not sugarcoating anything and in some ways are able to engage the students in debates that they could not have without the simulation.  In short, we are building the future senators, doctors, lawyers, etc of the world that learned skills from the game and will apply them to their adult life. "
Sheri Edwards

Gamification in the Classroom: The Right or Wrong Way to Motivate Students? | NEA Today - 0 views

  • Kathy Sierra, a popular technology blogger, author and game developer, believes that incentivizing learning-related behaviors poses risks. Sierra says rewards should be left at the classroom door. She is critical of the way gamification is practiced in the classroom, and believes well-intentioned educators may be missing the mark.
  • “A well-designed game only deploys certain mechanics to support an intrinsically rewarding experience,” Sierra explains. “When you remove that experience but keep the mechanics, you are now working from an entirely different psychology than actual games, and it is one that, in essence, uses mechanics to drive mechanical behaviors.”
  • Matthew Farber is not keen on the term “gamification”
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  • instrinsic game elements like narrative, creativity and collaboration, rather than just badges.
  • “The journey is to build mastery,” Farber says. “The better way to gamify is to put students in an inquiry-based or project-based learning experience. Or give them a task in a narrative frame.”
  • What’s missing, Farber says, is a narrative structure that places the student on a “journey,” similar to what the best games do.
  • create the right balance of challenge and skill, deeper knowledge and high-quality feedback.
  • Try to find what is inherently interesting in a subject and exploit that. It doesn’t matter if students roll their eyes. A good teacher can capture their attention and engage them before they even have a chance to think they aren’t interested
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    "using instrinsic game elements like narrative, creativity and collaboration, rather than just badges."
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