Click into the "Launch Infographic" and take a look at this survey. I'm big on looking for subscript and reading beyond the lines. I wonder what this says of rigor, engagement, and mastery essential skills or critical thinking. Suggested further reading to find out about engagement and assessment? Marzano's new book on student engagement. Awesome. My copy actually has real highlighted text all over the pages.
Project-based learning: Games are interactive, "lean-forward," and participatory. They enable players to step into different roles (e.g. scientist, explorer, inventor, political leader), confront a problem, make meaningful choices and explore the consequences of these choices. Games can help make learning more engaging, relevant and give students real agency in ways that static textbooks simply cannot.
Personalized learning: Games are designed to enable players to advance at their own pace, fail in a safe and supportive environment, acquire critical knowledge just-in-time (vs. just-in-case), iterate based on feedback and use this knowledge to develop mastery. Games can help teachers manage large classes with widely divergent student capabilities and learning styles through embedded assessment and individualized, adaptive feedback.
24/7 learning: Games offer a delicate mix of challenges, rewards and goals that drive motivation, time-on-task and a level of engagement that can seamlessly cross from formal to informal learning environments. Given that kids spend more time engaged with digital media than any other activity (other than sleep), games can enable an increasing portion of this out-of-school digital media time to effectively reinforce in-school learning (and vice-versa).
Peer-to-peer learning: Games are increasingly social. Whether they involve guilds or teams jointly accomplishing missions, asynchronous collaboration over social networks or sourcing advice from interest-driven communities to help solve tricky challenges, games naturally drive peer-to-peer and peer-to-mentor social interactions.
21st Century skill development: Games are complex. Whether it is a 5-year-old parsing a Pokemon card or a 15-year-old optimizing a city in SimCity, games can foster critical skills such as problem solving, critical thinking, systems thinking, digital media literacy, creativity and collaboration. Given that many of the jobs that will emerge in 21st century have not yet been invented, these 'portable' skills are particularly important.
Adding a digital device to the classroom without a fundamental change in the culture of teaching and learning will not lead to significant improvement. Unless clear goals across the curriculum—such as the use of math to solve real problems—are articulated at the outset, one-to-one computing becomes “spray and pray.”
Let’s drop the phrase “one-to-one” and refer instead to “one-to- world.”
The more important questions revolve around the design of the culture of teaching and learning. For example, how much responsibility of learning can we shift to our students (see Who Owns the Learning by Alan November)? How can we build capacity for all of our teachers to share best practices with colleagues in their school and around the world? How can we engage parents in new ways? (See @livefromroom5 on Twitter.) How can we give students authentic work from around the world to prepare each of them to expand their personal boundaries of what they can accomplish?
My suspicion is that they know far more about this than we adults.
Never have the young shared so much, so often in
so many different ways.
Teaching and
lecturing are largely lone wolf activities in classrooms. Schools, colleges and
Universities share little. Educational professionals are deeply suspicious of
anything produced outside of their classroom or their institution.
When it comes to creativity, my own
view is that the music, drama and other creative skills my own offspring have
gained, have mostly been acquired outside of school.
Universities were failing badly on the three skills they studied; critical
thinking, complex reasoning and communications
Across the Arab world young people have collaborated on Blogs,
Twitter, Facebook and Youtube to bring down entire regimes. Not one of them has
been on a digital literacy course.
Pushing rounded, sophisticated, informal skills into a square, subject-defined environment is not the answer.
A nation that destroys its systems of education, degrades its public information, guts its public libraries and turns its airwaves into vehicles for cheap, mindless amusement becomes deaf, dumb and blind. It prizes test scores above critical thinking and literacy. It celebrates rote vocational training and the singular, amoral skill of making money. It churns out stunted human products, lacking the capacity and vocabulary to challenge the assumptions and structures of the corporate state. It funnels them into a caste system of drones and systems managers. It transforms a democratic state into a feudal system of corporate masters and serfs.
The problem is not with the teachers, but with the very definition of 'media literacy' itself. What is it, really? Can we swap the term out with 'digital learning' or 'ed tech' or 'culturally relevant education'? If so, all these terms are essentially meaningless. A student learning how to use an iPad in the classroom is not the same as a student asking critical questions of the messages in television. One is about using the media; the other is about analyzing it. These skills are as different as reading and writing.
Before we can take any steps toward a national media curriculum (like the UK has had for a long time), we need to come to a consensus about the meaning of these words. If the average American can easily articulate the difference between reading and writing, he should also be able to quickly explain why we need media in the classroom. Only then can our students get the forward-thinking education that they deserve.
Incremental change isn’t going to get us where we need to go. We’ve got to be much more ambitious. We’ve got to be disruptive. You can’t keep doing the same stuff and expect different results.
There are three basic skills that students need if they want to thrive in a knowledge economy: the ability to do critical thinking and problem-solving; the ability to communicate effectively; and the ability to collaborate.
they insist that their teachers come from the top one-third of their college graduating classes.
They have invested massively in how they recruit, train and support teachers, to attract and retain the best.
Duncan’s view is that challenging teachers to rise to new levels — by using student achievement data in calculating salaries, by increasing competition through innovation and charters — is not anti-teacher.
How we recruit, train, support, evaluate and compensate their successors “is going to shape public education for the next 30 years,” said Duncan. We have to get this right.
All good ideas, but if we want better teachers we also need better parents — parents who turn off the TV and video games, make sure homework is completed, encourage reading and elevate learning as the most important life skill. The more we demand from teachers the more we have to demand from students and parents. That’s the Contract for America that will truly ensure our national security.
That future is here, and with it a demand for new essential skills.
The school planned its approach and curriculum carefully before it opened, in a way that reflected its core values of inquiry, collaboration, and reflection
he students are learning essential skills in communication, collaboration, and critical thinking. They have also learned that social media is not only about socializing, but also about learning from and with their peers—and that their peer group is far broader than they could have imagined.
Several features common to these learning sites can guide other schools interested in transforming teaching and learning with technology as a component. Each of these schools
Erased content area boundaries. Units and projects focus on integrating and applying skills.
Set up methods to teach and assess students through projects, with the emphasis on doing, not remembering content.
Continued to address state standards and perform well on state-assessments.
Gave students freedom and responsibility to use digital tools as they see fit, rather than predefining how technology should be used for learning.