Skip to main content

Home/ DigiWriMo: Let's Play/ Contents contributed and discussions participated by Sheri Edwards

Contents contributed and discussions participated by Sheri Edwards

Sheri Edwards

The Origins of Good Ideas - WSJ - 0 views

  • The scientist Stuart Kauffman has a suggestive name for the set of all those first-order combinations: "the adjacent possible." The phrase captures both the limits and the creative potential of change and innovation. In the case of prebiotic chemistry, the adjacent possible defines all those molecular reactions that were directly achievable in the primordial soup. Sunflowers and mosquitoes and brains exist outside that circle of possibility. The adjacent possible is a kind of shadow future, hovering on the edges of the present state of things, a map of all the ways in which the present can reinvent itself.
  • The strange and beautiful truth about the adjacent possible is that its boundaries grow as you explore them. Each new combination opens up the possibility of other new combinations. Think of it as a house that magically expands with each door you open. You begin in a room with four doors, each leading to a new room that you haven't visited yet. Once you open one of those doors and stroll into that room, three new doors appear, each leading to a brand-new room that you couldn't have reached from your original starting point. Keep opening new doors and eventually you'll have built a palace.
Sheri Edwards

My Agency, Meme Style | The Wonder! The Wonder! - 0 views

  •  
    "challenge students with quick creative challenges aimed at having students reflect on and create multimedia statements about themselves. The hope is that these kind of projects immediately introduce to the students a few critical ideas: They will use their devices to create, They will consider what is meaningful to them, They will share their work."
Sheri Edwards

How To Ignore A List | The Wonder! The Wonder! - 0 views

  •  
    "challenge students with quick creative challenges aimed at having students reflect on and create multimedia statements about themselves. The hope is that these kind of projects immediately introduce to the students a few critical ideas: They will use their devices to create, They will consider what is meaningful to them, They will share their work."
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. 
  •  
    "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

NH teachers have 'gamified' their classrooms to motivate their students to learn - Pare... - 0 views

  •  
    ""Within my class, when I introduce an assignment, it's embedded within a storyline," he said."I'm making up a story as I go, often strongly influenced by suggestions from the students. They'll create an entire subplot basically, but, basically it's a reason. The reason you need to take this test is because there is a peril in the kingdom and we need people to go up against this.""
Sheri Edwards

ELA-BMS - Info for parents (& other interested parties) - 0 views

  •  
    "7/16/13: Back in the 2011-12 school year, I piloted an ELA-specific game overlay titled, "The Kingdom of Diddorol." Although the classroom content remained the same -- standards-based, and true to the district's curriculum maps -- delivery, record-keeping, and a few other educational components were changed. The students became players, and they created avatars. Free-choice writing became "adventuring," lessons became "trainings," quizzes and tests were recast as efforts to tame nefarious creatures, and so on."
Sheri Edwards

Gaming Meets the Six Traits | Six Trait Gurus - 0 views

  •  
    "magine, for example, a province in which light is the metaphoric key to destiny and success. Which trait might that province represent? Imagine another in which residents dig for linguistic "gems," each with the power to convey ideas unambiguously. Any trait come to mind there? In a third province, ruled by graceful dolphins, flow and rhythm are essential."
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”
  • ...5 more annotations...
  • 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
  •  
    "using instrinsic game elements like narrative, creativity and collaboration, rather than just badges."
Sheri Edwards

Flipboard Magazines make curation for your classes EASY. #ipadchat @coolcatteacher - 0 views

  •  
    Using flipboard by Vicki Davis
‹ Previous 21 - 40 of 55 Next ›
Showing 20 items per page