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Justin Medved

How To Integrate iPads With The New Google Classroom - Edudemic - 0 views

  • Any app that supports uploading to Google Drive as an export option can then be turned in as a completed assignment. A few of these apps include, but are not limited to: Explain Everything iMovie (send to camera roll first & then upload to Google Drive) Book Creator Creative Book Builder Notability
  • Multiple file types can be selected and uploaded as assignments. This means that teachers can create templates and curate resources to guide student creation. ePub (Book Creator & Creative Book Builder) PDF (Notability & Book Creator) XPL (Explain Everything Project) MOV (iMovie) MP4 (Explain Everything video export) Google Document
lesmcbeth

SparkTruck - Lesson-Planning Tools - 1 views

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    Tools for creative thinking in the classroom.
Justin Medved

Hyper Island Toolbox - DT Activities and workshop ideas - 3 views

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    "A resource kit you can use to apply creative collaboration and unleash potential in your team or organization."
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
Ruth McArthur

Blog About Infographics and Data Visualization - Cool Infographics - 0 views

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    Many examples of info graphics for students to use and understand the different ways that information and data can be presented. 
garth nichols

Google Ngram Viewer - 1 views

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    Allow Google to search key terms in books...lots of books, to help draw connections from events into popular culture! Just select two different terms, and see how they correlate throughout history
garth nichols

What the Internet is Doing to Our Brains [Epipheo.TV] - YouTube - 0 views

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    Wha the internet is doing to our brains! This is  a great video for all to see!
Adam Caplan

Moving at the Speed of Creativity - What do you want to CREATE today? (Oct 2012) - 0 views

    • Adam Caplan
       
      Keep scrolling down for a great graphic with ideas for student-created work products. 
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
jenkinsmg77

Review of Grit: The Power of Passion and Perseverance - Scientific American Blog Network - 1 views

  • exclusive focus on ability and potential can distract us from the importance of other variables important for success
  • focus on talent distracts us from something that is at least as important, and that is effort"
    • jenkinsmg77
       
      Authors and work to follow up on here.
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  • , Brent Roberts has done a lot of work on "conscientiousness", Robert Vallerand has down a lot to advance our understanding of passion (both its "harmonious" and "obsessive" forms), Shane Lopez has done great deal of research on hope, and creativity researchers Joseph Renzulli and E. Paul Torrance have long discussed the importance of characteristics such as "task commitment" and "persistence".
mrdanbailey61

Framework for 21st Century Learning - P21 - 4 views

  • “21st century student outcomes”
  • are the skills, knowledge and expertise students should master to succeed in work and life in the 21st century.
  • Disciplines include: English, reading or language artsWorld languagesArtsMathematicsEconomicsScienceGeographyHistoryGovernment and Civics
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  • In addition to these subjects,
  • promoting understanding of academic content at much higher levels by weaving 21st century interdisciplinary themes into curriculum:
  • To be effective in the 21st century, citizens and workers must be able to create, evaluate, and effectively utilize information, media, and technology.
  • Learning and innovation skills increasingly are being recognized as the skills that separate students who are prepared for increasingly complex life and work environments in the 21st century, and those who are not.
  • A focus on creativity, critical thinking, communication and collaboration is essential to prepare students for the future.
  • Global awareness Financial, economic, business and entrepreneurial literacy Civic literacy Health literacy Environmental literacy 
  • Today's students need to develop thinking skills, content knowledge, and social and emotional competencies to navigate complex life and work environments. P21's essential Life and Career Skills include:: Flexibility & Adaptability Initiative & Self Direction Social & Cross-Cultural Skills Productivity & Accountability
  • Leadership & Responsibility
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    This page gives an overview of a framework for 21st century skills and learning. I like how it values all of the academic disciplines and gives links to different sites that focus on broader interdisciplinary themes, innovation skills, information, media, and technology skills, and life and career skills.
Tim Rollwagen

Canada needs the long view, urgently - The Globe and Mail - 1 views

  • For example, what sort of education will it take for future Canadian graduates to reach their potential in a world where the pace of technological change is unlikely to slacken? If the next 15 years are anything like the last, during which we restructured how we work (Internet, mobile), communicate (smartphones), interact (Facebook, Twitter), shop (Amazon, eBay), listen to music (iTunes, iPods), plan trips (TripAdvisor, Expedia) and find information (Google, Yahoo), then literacy, numeracy, creativity, adaptability and entrepreneurship will be the name of the talent game.
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    Digital Literacy - What Canada needs.
mardimichels

'Strings Attached' Co-Author Offers Solutions for Education - WSJ.com - 2 views

  • why grit is a better predictor of success than SAT scores.
  • All of which flies in the face of the kinder, gentler philosophy that has dominated American education over the past few decades. The conventional wisdom holds that teachers are supposed to tease knowledge out of students, rather than pound it into their heads. Projects and collaborative learning are applauded; traditional methods like lecturing and memorization—derided as "drill and kill"—are frowned upon, dismissed as a surefire way to suck young minds dry of creativity and motivation. But the conventional wisdom is wrong
  • most highly effective teachers
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  • "They were strict,"
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    This is a really interesting read - why tough teachers get good results.
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"
garth nichols

SAMR as a Framework for Moving Towards Education 3.0 | User Generated Education - 1 views

  • Briefly, Education 1.0, 2.0. and 3.0 is explained as: Education 1.0 can be likened to Web 1.0 where there is a one-way dissemination of knowledge from teacher to student.  It is a type of essentialist, behaviorist education based on the three Rs – receiving by listening to the teacher; responding by taking notes, studying text, and doing worksheets; and regurgitating by taking standardized tests which in reality is all students taking the same test. Learners are seen as receptacles of that knowledge and as receptacles, they have no unique characteristics.  All are viewed as the same.  It is a standardized/one-size-fits-all education. Similar to Web 2.0, Education 2.0 includes more interaction between the teacher and student; student to student; and student to content/expert.  Education 2.0, like Web 2.0, permits interactivity between the content and users, and between users themselves.  Education 2.0 has progressive roots where the human element is important to learning.  The teacher-to-student and student-to-student relationships are considered as part of the learning process.  It focuses on the three Cs – communicating, contributing, and collaborating. Education 3.0 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 but a different set – connectors, creators, constructivists.  These are qualitatively different than the three Cs of Education 2.0.  Now they are nouns which translates into the art of being a self-directed learner rather than doing learning as facilitated by the educator. Education 3.0: Altering Round Peg in Round Hole Education
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    What's the difference between Education 1.0, 2.0 and 3.0? #SAMR
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. 
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.
mardimichels

A Teacher's Approach to Using Comic Books in the Classroom | Our Kids Blog - 1 views

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    Using comic books in the classroom - one teacher's approach.
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