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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."
Terry Elliott

Cultivating Social Resources on Social Network Sites: Facebook Relationship Maintenance... - 0 views

  • hese findings highlight the importance of actively managing, grooming, and maintaining one's network, suggesting that social capital is not generated simply by the existence of connections on a SNS, but rather is developed through small but meaningful effort on the part of users as they engage in relationship maintenance behaviors such as responding to questions, congratulating or sympathizing with others, and noting the passing of a meaningful day. This work contributes to our understanding of relationship maintenance activities in social networks and suggests that the true benefit of social network sites may not just be the technical connections they make possible, but by creating an environment in which meaningful communicative exchanges, and the potential social capital benefits they embody, can flow.
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    "these findings highlight the importance of actively managing, grooming, and maintaining one's network, suggesting that social capital is not generated simply by the existence of connections on a SNS, but rather is developed through small but meaningful effort on the part of users as they engage in relationship maintenance behaviors such as responding to questions, congratulating or sympathizing with others, and noting the passing of a meaningful day. This work contributes to our understanding of relationship maintenance activities in social networks and suggests that the true benefit of social network sites may not just be the technical connections they make possible, but by creating an environment in which meaningful communicative exchanges, and the potential social capital benefits they embody, can flow."
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    One of the advantages of Diigo is that you can crowdsource annotation.
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

Games In The Classroom: What the Research Says | MindShift - 2 views

  • summarizing a bit of the scant research that’s specific to the classroom
  • 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.”
  • there’s no need for more commodified motivation
  • ...6 more annotations...
  • Play is useful because it simulates real life experience — physical, emotional, and/or intellectual — in a safe, iterative and social environment, not because it has winners and losers.
  • The achievement lies in the act of learning and understanding itself.
  • interactive digital tools can offer an efficient means to provide effective contextualized learning experiences.
  • games as most beneficial for “low-performing students,” “students with emotional/behavioral issues,” “student with cognitive or developmental issues.” In other words, students who have been labeled and/or diagnosed because they struggle within the traditional school environment, benefit from game-based approaches
  • Gaming inherently involves systems-thinking which is best taught through collaborative learning.
  • There are connected, networked ways of knowing that will dominate the digital future. Sharing and collaboration go hand-in-hand with integrating non-competitive and non-commodified ways of playing. The way students play and learn today is the way they will work tomorrow.
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    More to consider. Games In The Classroom: What the Research Says | MindShift http://t.co/sn6lHuXAPZ via @MindShiftKQED #clmooc @onewheeljoe
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