They found that how interested the students were in the passage was thirty times more important than how “readable” the passage was.
Actually, practice doesn't always make perfect - new study - The Washington Post - 0 views
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Maybe the right question to ask is: Why do some people decide to practice a lot in the first place? Could it be because their first efforts proved mostly successful? (That’s a useful reminder to avoid romanticizing the benefits of failure.) Or, again, do they keep at it because they get a kick out of what they’re doing? If that’s true, then practice, at least to some extent, may be just a marker for motivation. Of course, natural ability probably plays a role in fostering both interest and success, and those two variables also affect each other.
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By contrast, when the hours were logged, and the estimates presumably more reliable, the impact of practice was much diminished. How much? It accounted for a scant 5 percent of the variance in performance. The better the study, in other words, the less of a difference practice made.[1]
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"The question now is what else matters." And there are many possible answers. One is how early in life you were introduced to the activity - which, as the researchers explain, appears to have effects that go beyond how many years of practice you booked. Others include how open you are to collaborating and learning from others, and how much you enjoy the activity."
Gamification in the Classroom: The Right or Wrong Way to Motivate Students? | NEA Today - 0 views
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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.
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“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.”
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Matthew Farber is not keen on the term “gamification”
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Games In The Classroom: What the Research Says | MindShift - 2 views
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summarizing a bit of the scant research that’s specific to the classroom
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According to the SRI study, a simulation differs from a game in that it does not employ a points or “currency” based reward system and it doesn’t have level based achievement goals. In addition, simulations have an “underlying model that is based on some real-world behavior.”
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there’s no need for more commodified motivation
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More to consider. Games In The Classroom: What the Research Says | MindShift http://t.co/sn6lHuXAPZ via @MindShiftKQED #clmooc @onewheeljoe
What's 'Value Added' About Tech Tools in the Classroom? | DMLcentral - 0 views
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More than any other aspect of digital texts, this sense of malleability is what I find most exciting as an educator because it helps us expand the definition of what constitutes writing and it reminds us that writing, just like all forms of creation, is a social practice in conversation with others in the world around us.
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