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Bradford Saron

The incredible pace of change in information technology compared to past eras - Mind Dump - 0 views

  • there have been four fundamental changes in information technology since humans learned to speak.
  • Somewhere, around 4000 BC, humans learned to write.
  • codex replaced the scroll sometime soon after the beginning of the Christian era.
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  • The codex, in turn, was transformed by the invention of printing with movable type in the 1450s.
  • The fourth great change, electronic communication, took place yesterday, or the day before, depending on how you measure it.
  • When strung out in this manner, the pace of change seems breathtaking: from writing to the codex, 4,300 years; from the codex to movable type, 1,150 years; from movable type to the Internet, 524 years; from the Internet to search engines, nineteen years; from search engines to Google’s algorithmic relevance ranking, seven years; and who knows what is just around the corner or coming out the pipeline?
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    And what is to come?
Vince Breunig

The Elements of a Professional Learning Community - 3 views

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    A PLC focuses on learning instead of on teaching, drastically changing the role of the  principal. Principals continue to observe instruction, discussing issues such as pacing,  instructional data, support needed, and student efficacy. But the focus is on the instructional  results instead of on the instruction itself
Bradford Saron

Setting the Pace for Digital Initiatives -- THE Journal - 0 views

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    Another boots on the ground vignette.
Bradford Saron

Alan Gershenfeld: Game-Based Learning: Hype Vs. Reality - 0 views

  • 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).
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  • 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.
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    Although some of the stats may be uncharacteristic of most of Wisconsin, this seems well presented-especially the bold points of strength for gaming. 
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