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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.
Justin Medved

Mathlete Blogs | Connecting Math Students with Peers From Around the World - 2 views

shared by Justin Medved on 04 Nov 13 - No Cached
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    "MathleteBlogs.com is a resource for mathematics teachers to connect their math students with peers from around the globe to enhance their mathematical learning experience from K-12."
garth nichols

What is digital literacy? Eight (8) essential slements | The Search Principle: views ar... - 0 views

  • Cultural - We need to pay attention to the culture in which the literacies are situated Cognitive - We can’t just consider the procedural ways in which we use devices and programs. It’s the way we think when we’re using them Constructive - We can’t be passive consumers of technology/information. We should strive to use digital tools in reflective and appropriate ways Communicative - Digital tools and power structures change the way we communicate. An element of digital literacy is how we take command of that structure and use it to communicate effectively and contribute meaningfully Confident – in order to be a proficient user of technology, one must have the courage and confidence to dive into the unknown, take risks, make mistakes, and display confidence when “messing around” with new tools Creative – from his research, Doug says “…..the creative adoption of new technology requires teachers who are willing to take risks… a prescriptive curriculum, routine practices… and a tight target-setting regime, is unlikely to be helpful.” Conlon & Simpson (2003) Critical - Digital literacy involves an understanding of how to deal with hyperspace and hypertext and understanding it’s “not entirely read or spoken.” Can we critically evaluate the technologies we’re using? Civic - many schools are beginning to embrace technology to improve our lives and the lives of others in the world
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    8 Essential Elements of Digital Literacy for the 21st Century Teacher
Carolyn Bilton

Kids Speak Out on Student Engagement | Edutopia - 1 views

  • nteraction
  • Discussions help clear the tense atmosphere
  • earning by doing
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  • When we use tech, it engages me more and lets me understand the concept more clearly
  • elations between the text and the outside world
  • How does this event relate to current times?
Derek Doucet

The Ultimate Guide to Gamifying Your Classroom | Edudemic - 0 views

  • Gamification is the process by which teachers use video game design principals in learning environments. The effects are increased student engagement, class wide enjoyment of academic lessons, and high levels of buy-in, even from your most reluctant learners.
  • Components of Gamifying the Classroom There are several aspects of video-game design that can be incorporated into the gamified classroom. Here are several:
  • Points: In video games, users gain points as the travel through their quests. The more time they invest in the game the more points they earn
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  • Badges: Badges are public recognition of achievement, with each one designed with a specific achievement in mind.
  • Levels: As a game goes on, players progress through levels that get progressively more difficult. In the classroom, levels could be lessons, or even units of study.
  • Appointments: Thanks to the Internet, people playing a video game in the US can sign in and team up with players all over the world.
  • Bonuses: Most games have hidden, unexpected rewards. Bonuses help drive player loyalty and keep them playing day in and day out.
  • Infinite play: In many video games, players keep playing until they finish a level. They might lose points, or access to valuable items if they are attacked, but they are still able to keep playing.
  • How to Gamify Your Classroom
  • Backwards planning: Any teacher familiar with Understanding By Design has already got a leg up in gamification.
  • Use what’s available: Classcraft is a free, online educational role-playing game that teachers can personalize for their lessons.
  • Gamify one aspect: Rather than attempting to create an entire game with quests and hidden bonuses, start small.
  • Establish a marketplace: Allow students to buy, sell, swap, trade with each other and with you. Maybe students can swap a badge for an open-book test, or use points to purchase a homework-free night.
  • Allow leveling up: If a student has mastered the material in a lesson, offer fun and engaging extension wor
  • Just dive in: It can be difficult to know when your gamified classroom plan is ready for students, but the best advice is to just try it out.
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    A great intro to gamifying your classroom.
garth nichols

What Students Will Learn In The Future - 0 views

  • ust as advances in technology enabled the growth of science, the extremely rapid growth of technology we’re experiencing today is impacting our perspectives, tools, and priorities now. But beyond some mild clamor for a focus on “STEM,” there have been only minor changes in how we think of content–this is spite of extraordinary changes in how students connect, access data, and function on a daily basis.
  • What kind of changes might we expect in a perfect-but-still-classroom-and-content-based world? What might students learn in the future? Of course any response at all is pure speculation, but if we draw an arc from classical approaches to the Dewey approach to what might be next–factoring in technology change, social values, and criticisms of the current model–we may get a pretty decent answer. This assumes, of course a few things (all of which may be untrue): 1. We’ll still teach content 2. That content will be a mix of skills and knowledge 3. Said skills and knowledge will be thematically arranged into “content areas”
  • The Content Of The Future: 8 Content Areas For Tomorrow’s Students 1. Literacy Big Idea: Reading and writing in physical & digital spaces Examples of traditional ideas and academic content areas included: Grammar, Word Parts, Greek & Latin Roots, The Writing Process, Fluency; all traditional content areas 2. Patterns Big Idea: How and why patterns emerge everywhere under careful study Examples of traditional ideas and academic content areas include: Grammar, Literature, Math, Geometry, Music, Art, Social Studies, Astronomy 3. Systems Big Idea: The universe—and every single thing in it–is made of systems, and systems are made of parts. Examples of traditional ideas and academic content areas include: Grammar, Law, Medicine, Science, Math, Music, Art, Social Studies, History, Anthropology, Engineering, Biology; all traditional content areas by definition (they’re systems, yes?) 4. Design Big Idea: Marrying creative and analytical thought Examples of traditional ideas and academic content areas include: Literature, Creativity, Art, Music, Engineering, Geometry 5. Citizenship Big Idea: Responding to interdependence Examples of traditional ideas and academic content areas include: Literature, Social Studies, History; Civics, Government, Theology 6. Data Big Idea: Recognizing & using information in traditional & non-traditional forms Examples of traditional ideas and academic content areas include: Math, Geometry, Science, Engineering, Biology; 7. Research Big Idea: Identifying, evaluating, and synthesizing diverse ideas Examples of traditional ideas and academic content areas include: English, Math, Science; Humanities 8. Philosophy Big Idea: The nuance of thought Examples of traditional ideas and academic content areas include: Ethics, Literature/Poetry, Art, Music; Humanities
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    Great article to frame long term planning. What aspects of learning in the future do you already do? Set one as your goal for implementation next year...
mardimichels

Webinar Series - 1 views

  • EdTechTeacher offers free, live webinars throughout the school year aimed at helping educators integrate technology effectively in the classroom. This is a great opportunity learn something new as well as to network with other teachers from across the country and around the world. We hope that you will join us online for our next event.
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    Free live webinars aimed at helping educators integrate technology
Justin Medved

The Teacher's Guide To Twitter | Edudemic - 0 views

  • Twitter has proven itself to be an indispensable tool for educators around the globe. Whatever skill level you may be, Twitter is downright fun and worth your time.
  • For many teachers making a foray into the edtech world, Twitter is an excellent tool for consuming and learning.
  • Many are also harnessing Twitter as a part of their PLN (personal learning network) to connect, share, and network.
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  • The best way to get the most out of Twitter is to use it.
  • When you’re just getting started on Twitter (or perhaps trying to add to or refine your feed), a resource for educational hashtags or guides to great accounts to follow are excellent resources to point you in the right direction.
  • If you always find interesting things on Twitter, such as lesson plans, don’t forget to share your awesome resources, too.
  • Just like going to the gym once every two weeks isn’t going to keep you in peak physical condition, participating in Twitter #hashtag chats and interacting only occasionally isn’t going to make your Twitter community very robust.
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    Something to get teachers into Twitter as a means to seek personalized professional growth.
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/
Justin Medved

A Learning Secret: Don't Take Notes with a Laptop - Scientific American - 3 views

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    Interesting. I wondering if you could get the best of both worlds (ease of access and superior mental retention) by taking handwritten notes on a tablet.
garth nichols

great technology requires an understanding of the humans who use it - 0 views

  • Clearly, MIT BLOSSOMS (the name stands for Blended Learning Open Source Science Or Math Studies) isn’t gaining fans by virtue of its whiz-bang technology. Rather, it exerts its appeal through an unassuming but remarkably sophisticated understanding of what it is that students and teachers actually need. It’s an understanding that is directly at odds with the assumptions of most of the edtech universe.
  • For example: BLOSSOMS is not “student-centered.” In its Twitter profile, the program is described as “teacher-centric”—heresy at a moment when teachers are supposed to be the “guide on the side,” not the “sage on the stage.” The attention of students engaged in a BLOSSOMS lesson, it’s expected, will be directed at the “guest teacher” on the video or at the classroom teacher leading the interactive session.
  • All this is blasphemy in view of the hardening orthodoxy of the edtech establishment. And all this is perfectly aligned with what research in psychology and cognitive science tells us about how students learn. We know that students do not make optimal choices when directing their own learning; especially when they’re new to a subject, they need guidance from an experienced teacher. We know that students do not learn deeply or lastingly when they have a world of distractions at their fingertips. And we know that students learn best not as isolated units but as part of a socially connected group. Modest as it is from a technological perspective, MIT BLOSSOMS is ideally designed for learning—a reminder that more and better technology does not always lead to more and better education.
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  • The creators of BLOSSOMS also candidly acknowledge that many teachers are threatened by the technology moving into their classrooms—and that they have reason to feel that way. Champions of educational technology often predict (with barely disguised glee) that computers will soon replace teachers, and school districts are already looking to edtech as a way to reduce teaching costs. The message to teachers from the advocates of technology is often heard as: Move aside, or get left behind.
  • Should the creators of educational technology care so much about the tender feelings of teachers, especially those inclined to stand in the way of technological progress? Yes—because it’s teachers who determine how well and how often technology is used.
  • Edtech proponents who think that technology can “disrupt” or “transform” education on its own would do well to take a lesson from the creators of BLOSSOM, who call their program’s blend of computers and people a “teaching duet.” Their enthusiasm for the possibilities of technology is matched by an awareness of the limits of human nature. 
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    A very important message to all who are trying to integrate Tech into their school...
garth nichols

10+ Tools To Bring Robotics (And Other Real Objects) Into Your Classroom - Edudemic - 0 views

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    Anyone doing robotics at their school? Here's a great article for integration with curriculum and classes
Justin Medved

Calling all bloggers! - Leadership Day 2014 | Dangerously Irrelevant - 2 views

  • dministrators’ lack of knowledge is not entirely their fault. Many of them didn’t grow up with computers. Other than basic management or data analysis technologies, many are not using digital tools or online systems on a regular basis. Few have received training from their employers or their university preparation programs on how to use, think about, or be a leader regarding digital technologies.
garth nichols

"Will this be on the test?" - Medium - 0 views

  • But, you might say, it’s the internet. We’ve come to associate the internet as low-engagement, a drive-by experience. We take for granted that the internet offers us things that are slightly flaky, or easy. So we’re not surprised when the drop out rate is so high. Easy in, easy out.But it doesn’t have to be this way.The course was as well-designed as a real-world lecture and the teacher was qualified and engaging, but it’s not a surprise that the dropout rate was so high: As soon as education gets difficult (and useful education always gets difficult) it’s social pressure, peer pressure and our own need to fit in and achieve that often keeps us going. The typical online course provides precious little of any of these elements.
  • Lectures are at the heart of the last century of higher learning. A proven scholar orates in front of a class of selected students.Tests are the way institutions enforce compliance. They’re the stick.And accreditation is the carrot. Put up with the lectures and the tests and we’ll give you the certificate, the scarce piece of paper that is (supposed to be) worth far more than the effort you went through to get certified.
  • We’ve seen that when knowledge jobs meet the internet, they change. And now we’re seeing that online education is having trouble acting like a job as well.
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  • It turns out that the best way to cause change is for people to actually change someone or something else. We learn what we do, not what we’re told.
  • If you want people to become passionate, engaged in a field, transformed by an experience — you don’t test them, you don’t lecture them and you don’t force them. Instead, you create an environment where willing, caring individuals can find an experience that changes them.
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    Seth Godin cogently responds to "How to fix Online Education". He is exploring his answer by running the AltMBA - I am currenlty enrolled in it. I can't wait for the experience!
anonymous

Why the Growth Mindset is the Only Way to Learn | Edudemic - 8 views

    • Derek Doucet
       
      A game changer - All Students can Learn!!!
  • “You’re too old to learn a foreign language.” “I couldn’t work on computers. I’m just not good with them.” “I’m not smart enough to run my own business.” Do you know what these statements have in common? They’re all examples of the fixed mindset- the belief that intelligence, ability, and success are static qualities that can’t be changed.
  • The problem is, this mindset will make you complacent, rob your self-esteem and bring meaningful education to a halt. In short, it’s an intellectual disease and patently untrue.
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    • Christi Lovrics
       
      I love the word 'earned'. Skills don't come easily, you have to really work for them.
    • Christi Lovrics
       
      I love the word 'earned'. Skills don't come easily, you have to really work for them.
  • Talents are innate. Skills are earned.
  • Within a fixed framework, progress is impossible.
  • fixed mindset
  • the growth mindset,
  • a malleable approach to the world
  • believe that at a certain point, what you have is all you’re ever going to have:
  • “You’re too old to learn a foreign language.”
  • fixed mindset, you believe that at a certain point, what you have is all you’re ever going to have
  • In conversation, “skill” and “talent” are often used interchangeably – but there’s an essential difference: Talents are innate. Skills are earned.
  • he growth mindset is the opposite of the fixed: It thrives on challenge and sees failure as an opportunity for growth. It creates a passion for learning instead of a hunger for approval.
    • kristensolowey
       
      How do you foster a growth mindset in your students?
  • Having
    • tanyacatallo
       
      Testing
  • ty; it crushes resilience an
  • The growth mindset is the opposite of the fixed: It thrives on challenge and sees failure as an opportunity for growth. It creates a passion for learning instead of a hunger for approval.
  • “The growth mindset does allow people to love what they’re doing – and continue to love it in the face of difficulties. … The growth mindset allows people to value what they’re doing regardless of the outcome.” Remember those students in Hong Kong. Be humble, act as if you’re remedial, and you’ll learn all the more!
    • anonymous
       
      learning has value regardless of the outcome
  • In conversation, “skill” and “talent” are often used interchangeably – but there’s an essential difference: Talents are innate. Skills are earned.
  • As much as possible, take object orientation out of the equation. Focus on the task at hand. Don’t compare yourself to others or worry if you’re making the knowledge stick. Just learn- stolidly, patiently, and without tripping over your own expectations.
  • Focusing on innate qualities and praising purely for current ability inhibits learning, while praising the process of learning and growth instead of immediate talent promotes it.
  • reatens your competenc
    • heatherradams
       
      What are you doing with Growth Mindset stuff?
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    Looking at growth vs fixed in student learning...
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    Understanding Fixed vs. Growth Mindset
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    Talents are innate. Skills are earned. Moving onto the GROWTH MINDSET.
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    Growth mindset
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    Great article highlighting the value of the growth midnset
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