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mardimichels

Instructions for Using Creative Commons Images in Blog Posts | Primary Tech - 0 views

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    Instructions for using Creative Commons images in Blog Posts for Primary schools
Urvi Shah

White Paper on Educational Technology in Schools | American Association of School Libra... - 0 views

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    "When used appropriately, educational technology is a tool to assist with implementation of the Common Core Standards, help raise graduation rates, and prepare students for life beyond K-12 education. Technology employed in isolation, without direct instruction, or highly qualified guidance, fails to address these concerns."
Adam Caplan

Tech-Supported Learning is Focus of SXSWedu Conference - Marketplace K-12 - Education Week - 0 views

  • "When Does 'EdTech' Just Become 'Education,'"
  • it's not about the technology. It's about the process of learning."
  • A few years ago, district leaders wanted to know the educational and economic benefits of making a digital transition, according to Bill Goodwyn, president and CEO of Discovery Education, in another panel on public-private partnerships. "Today they're not asking why. They're asking, 'How do I get there?'" he said.  "A lot of districts want to frame this as a technology issue. It's not a technology issue. It's a learning issue."
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  • the key to innovation moving forward begins with instruction. "You start with 'Yes.' You don't start with, 'How do we pay for this?' or 'What device do we use?'
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    The right questions in a conversation about learning with technology can help focus the discussion on what is most important.
amacrae

The Third Teacher - 1 views

shared by amacrae on 19 Nov 16 - No Cached
  • 2Getting Started with the Physical EnvironmentOVERALL ...It is both an art and a science to design (as opposed to decorate) a learning environment that responds to our ultimate goal as educators – to develop independent and rigorous thought. Therefore, if we want to foster discovery and reflection, dialogue and the sharing of ideas, the overall physical environment should include:•A large gathering space for whole-group work and discussions, located near whiteboards, easels and/or projector screens.•A gathering space for small-group and whole-group discussions – where students can see clearly the representations of learning that are posted on boards or screens and hear classmates as they share ideas.•Flexible and reconfigurable space for small-group collaborative work and inquiry – space must allow for groupings of various sizes, such as pairs, triads and groups of four or more.•Desks and tables configured to facilitate discussion by allowing eye contact with peers and teacher, the unencumbered flow of traffic and enough space for students to write collaboratively.•Active areas for inquiry, investigation and wonder and quiet areas for thinking and exploring technology – all areas need to be accessible to students for communicating and documenting their own learning (e.g., computers, computer software, tablets, digital cameras and video recorders, document cameras, interactive white boards).•Instructional materials organized in such a way as to provide easy selection and access for all students – materials may include computer software, educational web sites and applications, found materials, graphic organizers, newspapers and other media, resource texts, etc.FOR MATHEMATICS ...Mathematically literate students demonstrate the capacity to “formulate, employ and interpret mathematics” (OECD, 2012, p. 4); they view themselves as mathematicians, knowing that mathematics can be used to understand important issues and to solve meaningful problems, not just in school but in life. By extension, the physical environment for mathematics learning should include: •Spaces where students can use manipulatives to solve problems and record their solutions.•Board and/or wall space to display student solutions for Math Congress and Bansho – student solutions should be easily visible from the group gathering space.•Space to post co-created reference charts such as glossary terms and past and current summaries of learning that specifically support the development of the big ideas currently under study.•Instructional materials organized in such a way as to provide easy selection and access for all students; may include mathematics manipulatives, calculators and other mathematical tools, mathematical texts, hand-held technology.FOR LITERACY ... Today’s literate learners experience “a constant stream of ideas and information” – they need strategies for interpretation and making sense and lots of practice in identifying meaning, bias and perspective (Ontario Ministry of Education, 2009, 2006). By extension, the physical environment for literacy learning should include: •Spaces where students can talk, listen, read and write.A place for wonder, mystery and discovery ...“We need to think about creating classroom environments that give children the opportunity for wonder, mystery and discovery; an environment that speaks to young children’s inherent curiosity and innate yearning for exploration is a classroom where children are passionate about learning and love school.” (Heard & McDonough, 2009)
  • maintain that the key to learning in today’s world is not just the physical space we provide for students but the social space as well (
  • A large gathering space
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  • mall-
ebdaigle

Has Your School Reached an Edtech Plateau? Here's the Key to Moving the Needle (EdSurge... - 1 views

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    Fantastic hyperlinks to classroom technology: Whether your role is as an administrator, teacher, parent, or student leader, if you're reading this, you are probably interested in helping other school community stakeholders understand the power of technology in a teaching and learning environment.
Derek Doucet

The Flipped Classroom Model: A Full Picture | User Generated Education - 2 views

  • Flip your instruction so that students watch and listen to your lectures… for homework, and then use your precious class-time for what previously, often, was done in homework: tackling difficult problems, working in groups, researching, collaborating, crafting and creating.
  • compiled resource page of the Flipped Classroom (with videos and links) can be found at http://www.scoop.it/t/the-flipped-classroom
  • Cisco in a recent white paper, Video: How Interactivity and Rich Media Change Teaching and Learning, presents the benefits of video in the classroom: Establishes dialogue and idea exchange between students, educators, and subject matter experts regardless of locations. Lectures become homework and class time is used for collaborative student work, experiential exercises, debate, and lab work. Extends access to scarce resources, such as specialized teachers and courses, to more students, allowing them to learn from the best sources and maintain access to challenging curriculum. Enables students to access courses at higher-level institutions, allowing them to progress at their own pace. Prepares students for a future as global citizens. Allows them to meet students and teachers from around the world to experience their culture, language, ideas, and shared experiences. Allows students with multiple learning styles and abilities to learn at their own pace and through traditional models.
    • Derek Doucet
       
      Students need to be shown how to make connections to these experts... 
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  • Experiential Engagement: The Activity
  • he Flipped Classroom Model
  • The cycle often begins with an experiential exercise.  This is an authentic, often hands-on learning activity that fully engages the student. 
  • They explore what the experts have to say about the topic.  Information is presented via video lecture, content-rich websites and simulations like PHET and/or online text/readings.
  • Conceptual Connections: The What
  • Meaning Making: The So What
  • Learners reflect on their understanding of what was discovered during the previous phases.  It is a phase of deep reflection on what was experienced during the first phase and what was learned via the experts during the second phase.
  • Demonstration and Application: The Now What
  • During this phase, learners get to demonstrate what they learned and apply the material in a way that makes sense to them. This goes beyond reflection and personal understanding in that learners have to create something that is individualized and extends beyond the lesson with applicability to the learners’ everyday lives.  This is in line with the highest level of learning within Bloom’s Revised Taxonomy of Learning – Creating - whereby the learner creates a new product or point of view. In essence, they become the storytellers of their learning (See Narratives in the 21st Century: Narratives in Search of Contexts).  A list of technology-enhanced ideas/options for the celebration of learning can be found at: http://usergeneratededucation.wordpress.com/2010/09/09/a-technology-enhanced-celebration-of-learning/
Sarah Bylsma

S.A.S.S.Y. SAMR: Toolkit for Educators to Transform Instruction - 0 views

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    Great interactive SAMR toolkit. I would love to know how she did this.
garth nichols

Game Changers | Canadian Education Association (CEA) - 0 views

  • In 2011, game designer Jane McGonigal published Reality is Broken, where she outlined four simple rules that define a game: a goal, rules, a feedback system, and voluntary participation. Both Jeopardy and The History of Biology fit this definition, but clearly there is a difference between games that teach the recall of facts and those that teach higher-order thinking skills.
  • esame Workshop, published a paper in 2011 called “Games for a Digital Age.” They distinguish between short-form games, “which provide tools for practice and focused concepts,” and long-form games, “which are focused on higher order thinking skills.” This is a useful first distinction teachers can use when evaluating games for use in the classroom.
  • A theme that comes up with teachers who use long-form video games is teaching empathy. “When I first started teaching natural disasters in Grade 7, there were case studies in the textbook, or videos,” says Mike Farley, a high-school teacher at the University of Toronto Schools (UTS). “When we invite students to play a simulation like Stop Disasters or Inside the Haiti Earthquake, they are more immersed; there’s more of an emotional learning.”
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  • UTS Principal Rosemary Evans sees these as “unique learning experiences,” different for each student with each session of play. “What excites me is the experiential component,” she says. “The simulations lead to an authentic experience, where the game environment represents different points of view.”
  • Justin Medved , the Director of Instructional Innovation at The York School, likes to talk about “layers of learning” taking place in the best games. “To what extent does the game offer an experience that offers some critical thinking, decision making, complexity, or opportunity for discussion and debate?” says Medved. The content is the first layer the students interact with, but meta-content skills can take longer to teach. Medved looks for “any opportunity for players to go out and do some research and thinking before coming back to the game.” Many games, says Medved, are super-fast and he tries to intentionally slow them down to allow for deeper thinking. “We want some level of learning to be slow, to discuss bias or different perspectives. Over time you can see a narrative unfolding.”
  • The question of whether to game or not game in class is not one of technology. It is one of pedagogy that starts and ends with the teacher. It is our job to provide a framework for deciding which games can be used in which contexts, and to use the best of the game world to inspire our students to higher-order thinking.
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    "Game Changers How digital games are creating new learning experiences Using games to teach discrete topics in the classroom is not a new phenomenon; however, games can also be used to teach higher-order thinking skills such as critical thinking, decision-making, creativity and communication. These so-called "long-form" games need to be contextualized by the teacher and woven into a robust curriculum of complimentary activities. Innovative educational gaming companies focus on developing high-quality digital content but also on the pedagogical implications of embedding the game in existing curriculum. Data collected from long-form digital games can be used to personalize instruction for students who are getting stuck on certain concepts or learn in a particular way. As games get more sophisticated, so must the teacher's understanding of the way students use them in the classroom."
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    For those interested in applying characteristics of gaming to their teaching.
jenniferweening

So You Want to Drive Instruction With Digital Badges? Start With the Teachers | EdSurge... - 1 views

  • the HISD badging system provides flexibility for HISD teachers to access the modules online at any time and place and to complete them at their own pace.
    • jenniferweening
       
      - action plan: PD as personalized - personalization just as important for teacher learning as for student learning!
  • This flexibility is critical to help teachers balance their everyday demands with the expectation to build new expertise in content, pedagogy and new technologies.
  • It allows them to build a badging portfolio that reflects the skills and knowledge they have developed, as well as evidence of classroom impact. That portfolio is portable.
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  • First, personalizing professional development pathways with modules and badges reflect an individual teacher’s learning needs.
    • jenniferweening
       
      #actionplan #personalization
Sarah Bylsma

Wonderful Visual on SAMR As A Framework for Education 3.0 ~ Educational Technology and ... - 0 views

  • In web 1.0, users are viewed as mere receivers and consumers of content. Knowledge is centralized and expert-based and hence the use of taxonomies and directories to organize and store it. In the same vein, education 1.0 is also based on a notion of one way communication where teachers are the sages on the stage and students are pails to be filled with facts to be regurgitated and spewed back in standardized tests.
    • Sarah Bylsma
       
      I think that we have identified that we need to move beyond this at this stage in technology. 
  • In web 2.0 things are a bit different. Users are empowered with tools that permit them more  interaction and participation in knowledge building. Web tools such as blogs, wikis, and social media websites have decentralized knowledge and enhanced collaboration and communication. Web 2.0 foregrounded concepts of collective intelligence, distributed-expertise, and wisdom of the mob. Similarly, in education 2.0 learning is student-centred and involves continuous interaction between learners and their teachers and also with the content being studied. Collaborative approaches to instruction such as PBL, game based learning, flipped learning have been adopted as  teaching modes.
    • Sarah Bylsma
       
      Many of us may still be at this stage. 
  • education3.0 is based on the belief that content is freely and readily available as is characteristic of web 3.0. It is self-directed, interest-based learning, where problem-solving, innovation and creativity drive education. Education 3.0 is also about the three Cs: connectors, creators, and constructivists.
    • Sarah Bylsma
       
      I love this and want to move in this direction. 
Christina Schindler

Student Surveys: Using Student Voice to Improve Teaching and Learning | Edutopia - 2 views

    • Christina Schindler
       
      Love the application of this in the classroom
  • how do they learn best
  • Student Surveys: Using Student Voice to Improve Teaching and Learning
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  • It changed and informed his instruction
ebdaigle

Grammar | Khan Academy - 1 views

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    Please let open software take care of this vital component of language learning, so I can teach 21st century skills. Thank you internet! Thank you Khan! Thank you @jmedved
Derek Doucet

Blended Learning | Edutopia - 2 views

  • Looking for the right mix of face-to-face instruction with technology-mediated activities? Find tips and resources for structuring learning across a range of blended-learning models. 
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