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su11armstrong

CmapTools - Home Page Cmap.html - 0 views

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    CMaps is a free concept mapping software that is the product of cognitive research and the focus of ongoing research.
Andrew McNiven

What Can Khan Academy Teach Corporate Training? - eLearning Industry - 0 views

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    Khan academy and the concept of the flipped classroom
garth nichols

The Path to Personalization in 2014 | Desire2Learn Blog - 3 views

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    For those interested in Personalized Learning, check out Desire2Learn's concepts...
celeste Kirsh

A List Of 75 MOOCs For Teachers & Students - 1 views

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    MOOCs have received growing attention in the last year, and while the concept is not being embraced by all post-secondary institutions, there is a growing interest in these online learning vehicles. If you are interested in MOOCs, you might want to check out this article that also includes a list of 75 MOOCs for teachers and students:
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

CK-12 Science Simulations - 6 views

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    Always wondered why a violin sounds different than a guitar? Or what size mirror you need to see your entire body? Or what keeps a bobsled on its track? Say hello to CK-12's latest product: Interactive Simulations! Discover a whole new way of teaching. Play with these rich, free immersive experiences to teach core physics concepts through daily real world experiences. These simulations immerse students in an interactive learning experience using real world context combined with math or science content. So go ahead, spark their curiosity - help them learn, interact and have fun!
garth nichols

An A+ student regrets his grades - The Globe and Mail - 0 views

  • One of the few classes that effectively taught me how to take information from the classroom to the real world was instructed by Doug Wightman at Queen’s University. The course covered concepts from how to start a start-up, build business models and prototypes, to venture deals, stock options and term sheets. But it didn’t end there. Toward the end of the course, many students had working prototypes, and a few managed to execute and launch their ideas. This course taught me something important: We can’t allow learning to become passive. We need to teach students to learn how to learn – to become independent, innovative thinkers capable of changing the world.
  • Culture is a problem, and we need to fix it – from the ground up. There’s a psychosocial dynamic of not questioning current practices of education. But we can’t let this get in the way. Embrace education with all your heart, and remember that schooling is only a small part of the puzzle. The remainder is what you’ll have to discover and solve through your own journey.
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    What do grades mean today for students? A student tells us!
su11armstrong

Mappio - Mind Map Library - 0 views

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    1000s of Mind Maps for your perusal.
amy_mcgrath86

Cultivating the Habits of Self-Knowledge and Reflection | Edutopia - 1 views

  • As a teacher, your "self" is embedded within your teaching -- which is how it goes from a job to a craft. The learning results are yours.
  • it makes sense that students' self-defense mechanisms kick in when they're challenged.
  • Lack of apparent curiosity Apathy Refusal to take risks Decreased creativity Defeated tones Scrambles for shortcuts
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  • Help them to separate themselves from their work and related performance. Help them to understand that our lives aren't single decisions, but a vast tapestry of connections, with any single moment, performance or failure barely visible, and only important as it relates to their lives as a whole.
  • How do I respond when I'm challenged, both inwardly and outwardly? Which resources and strategies do I tend to favor, and which do I tend to ignore? What can I do to make myself more aware of my own thinking and emotions? What happens if I don’t change anything at all?
  • Like anything, it is first a matter of visibility -- understand what is necessary, seeing it when it happens, emphasizing and celebrating it, etc.
  • The more that students see themselves face major and minor challenges in the classroom, and then see the effects of how they respond, the more conditioned they'll become to responding ideally on their own.
  • How we feel and think about ourselves matters in learning.
  • tudents' self-defense mechanisms kick in when
  • they're challenged
  • STEM concepts,
  • matter of visibility -- understand what is necessary,
  • seeing it when it happens, emphasizing and celebrating it
  • atter of pra
  • tice.
  • epetition.
  • aching to student
  • can’t fully separate the person from the task
  • students' self-defense mechanisms kick in when they're challenged.
  • symptoms
  • not wanting to make mistakes, to fail, to be corrected, or to be thought less of by peers
  • in the face of a challenge
  • four questions they can use to begin this kind of reflection
  • how can we begin to promote self-knowledge and reflection in the classroom?
  • establish these actions as habits
  • irst a matter of visibility
  • nderstand what is necessary,
  • having them journal, share
  • reflect on both the challenge and their response.
  • matter of practice
  • The more that students see themselves face major and minor challenges
  • responding ideally on their own
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    things to think about with reflection exercises
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    Reflection in the classroom
mardimichels

Advanced iPad Classroom | Indiana Jen - 0 views

  • A key concept that we employed is that it’s about using a handful of apps to do a variety of projects effectively and creatively. This is the “One Screen Model”
  • The central tenet of using iPads is App Fluency: “The ultimate goal of fluency challenges is to be able to move information from app to app and from device
  • “Using two or more applications or web tools in conjunction with one another to create a final product or experience that would not be possible with using a single tool
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  • As workflow was a common topic throughout the session, we decided to switch up in the end to discuss some ways to facilitate collecting and curating student material. One of the most popular tools for getting content off of iPads and shared with the teacher is Google Drive; many schools have become Google Apps for Education institutions making this much easier. One of the best tools available to teachers working in a GAFE environment is the script Doctopus. This tool enables teachers to distribute content effectively and collect it easily without having to worry about all of the snafu’s that happen with sharing (typos in email addresses, titles, etc).
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    Interesting notes on some goals to work towards for an "Advanced ipad classroom" Topics discussed include: app fluency, workflow and the "one screen model"
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. 
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?
mrsganley

Rethinking Education: Self-Directed Learning Fits the Digital Age | Innovation Insights... - 3 views

  • Education should not be about teaching to the next level
  • True learning is intrinsically motivated and the reward is knowledge.
  • Our teachers are stuck within the confines of a system that no longer serves our children.
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  • Our educational system is built on the premise that the adult teacher has all the information which he or she will impart onto the child who will then show that he has mastered the grade level material by filling in answer choices where the test provides you with the desired answer.
  • Imagine providing children with the tools to learn in a prepared environment and then giving them the freedom to explore and experience that environment driven solely by their own curiosity
  • expose them to ideas, provide resources and then allow children the freedom to let their imaginations wander in a supportive environment
  • we do not need a society solely made up of generalists
  • Allow your child to be a specialist who learns deeply and see how they fluorish when they are in the driver’s seat of their own education.
  • more useful to be able to think critically, brainstorm ideas and figure out how to solve problems then it is to be able to recite a list of facts.
    • Sarah Bylsma
       
      Key!
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    Thanks for this Sarah! It's an article that is hitting on a key concept we discussed in our last F2F in November: what is the role of knowledge in becoming a specialist. Thanks for this!
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/
Christina Schindler

How to Praise Your Child and Encourage a Growth Mindset | Motion Math - 2 views

  • How to Praise Your Child and Encourage a Growth Mindset
  • The right kind motivates students to learn.” - Carol Dweck
    • Christina Schindler
       
      Good summary of the research and data that explains the science behind this idea -- a key component of the PD conversation with teachers when discussing how we can implement this as a school-wide tool for communication & feedback 
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  • Being mindful about how you praise your child can help your child foster a growth mindset and boost his or her motivation, resilience and learning
  • Citing specific behaviors such as the amount of time spent or the approach your learner is taking to figure out the task enables the child to connect their actions with results. Additionally, the praise needs to be sincere, otherwise your kid will discredit all praise – insincere and sincere.
    • Christina Schindler
       
      The parent perspective is key part of a meaningful conversation on mindset, especially in the learning environment.  Trying to shift the focus away from marks alone -- towards the effort, energy and experience of learning is significant.  It is also not easy. I've included articles like this as part of the parent communication piece on how we are implementing a growth mindset perspective.  
  • “I’m proud of you for sticking with it and taking the time to understand the concepts you’re trying to learn.”
  • “I noticed you spent a lot of time figuring out your homework – I’m happy that you’re so dedicated. Let’s work together to figure out what you don’t understand.”
  • “When you ask questions to figure out what you’re doing, I appreciate your curiosity.” or “It makes us happy that we can discuss these activities.” – show your child that you value curiosity, intellectually stimulating conversations and the exploration of ideas.
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    This is an interesting perspective on the parent voice in the larger conversation about how feedback contributes to a growth mindset. 
garth nichols

Beyond teacher egocentrism: design thinking | Granted, and... - 2 views

  • As teachers we understandably believe that it is the ‘teaching’ that causes learning. But this is too egocentric a formulation. As I said in my previous post, the learner’s attempts to learn causes all learning.
  • From this viewpoint, the teacher is merely one resource for learning, no different from a book, a peer, an experience, or an experimental result.
  • It is the learner who decides to try to learn (or not) from what happens.
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  • We think like a designer, not like a teacher, when we say: the teacher is just one element in the design. The choice of task, pedagogy, groupings, flow of work, resources, furniture, light, noise level, role of people and text – all of these design elements are arguably as important as the teacher.
  • What are those conditions, in a nutshell? I would highlight the following: Thought-provoking intellectual challenges (inquiries, questions, problems) The challenge has been designed to optimize self-sustaining and productive work by learners, related to a clear and intellectually worthy goal The learners have become reasonably competent in classroom routines that foster productive goal-focused work The challenge cannot be accomplished by a worksheet, checklist or recipe. It requires strategic use of knowledge and skill, creative problem-solving, and critical thinking; and the eliciting of multiple perspectives on how to address the challenge and gauge progress. There is an unambiguous product or performance goal (even if there is ambiguity about how to achieve the goal), supported by clear criteria and standards, thus permitting ongoing student self-assessment and self-adjustment. There is enough feedback within the challenge (and resources) that the work can be maximally self-sustaining and productive. The teacher is therefore freed up to coach for a significant amount of time, permitting personalized feedback and guidance (as well as just-in-time mini-lessons). This coaching role also permits the teacher to determine what is and isn’t working in the challenge, and thus enables the teacher to quickly change gears if the desired learning is not occurring or the process is not working.
  • In other words, it is a poor design for learning that puts all the burden of teaching and processing on the teacher. Then, the teacher can neither coach nor understand what is going on in the minds of learners. Worse, endless teaching, no matter how expert, soon becomes passive and without much meaning to learners who must wait days, sometimes weeks, to get meaningful chances to interact with the content, to try out their ideas on others, and to get the feedback they need.
  • Group-worthy tasks – Focus on central concepts or big ideas that require active meaning-making The challenge itself has ambiguity or limited scaffold and prompting so that student meaning-making and different inferences about the task and how to address it will emerge. Are best accomplished by ensuring that multiple perspectives are found tried out in addressing the task. This not only rewards creative and non-formulaic thought but undercuts the likelihood that one strong student can do all the key work. Provide multiple ways of being competent in the task work and the task process Can only be done well by a group, but are designed to foster both individual and group autonomy. (The teacher’s role as teacher and direction-giver should be minimized to near zero). Demand both individual and group accountability Have clear evaluation criteria
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