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lesmcbeth

do_matic: Business Design: The curriculum of 2012 - 0 views

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    What would a Design Thinking curriculum look like?
garth nichols

Advent of Google means we must rethink our approach to education - 0 views

  • If we did that to exams, the curriculum would have to be different. We would not need to emphasise facts or figures or dates. The curriculum would have to become questions that have strange and interesting answers. "Where did language come from?", "Why were the pyramids built?", "Is life on Earth sustainable?", "What is the purpose of theatre?" Questions that engage learners in a world of unknowns. Questions that will occupy their minds through their waking hours and sometimes their dreams.
  • We don't need to improve schools. We need to reinvent them for our times, our requirements and our future. We don't need efficient clerks to fuel an administrative machine that is no longer needed. Machines will do that for us. We need people who can think divergently, across outdated "disciplines", connecting ideas across the entire mass of humanity. We need people who can think like children.
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    Google's impact on thinking and teaching
Marcie Lewis

Inquiry learning / Effective pedagogy / Media gallery / Curriculum stories / Kia ora - ... - 1 views

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    Great video on learning through inquiry.
Aaron Vigar

NCTE Framework for 21st Century Curriculum and Assessment - 0 views

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    A handy framework with reflective questions to help guide teachers toward a better understanding of how to plan, support, and assess student learning using a 21st century curriculum.
mardimichels

Open curriculum alternatives to MPAA's new anti-piracy campaign for kids - Creative Com... - 0 views

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    An important part of Digital Citizenship is understanding copyright, especially when it comes to images. SO many students just pull images from any website with no regard for whether they are copyrighted or not. This article has a lot of information on "Copyright curriculum for kids".
lesmcbeth

Curriculum Home Page - 0 views

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    Activities and Curriculum resources for implementing design thinking in your classroom or with your colleagues. Excellent, practical ideas.
Justin Medved

Welcome to the Digital Human Library - Digital Human Library - 0 views

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    "The Digital Human Library (dHL) is a free educational resource that connects Canadian teachers and students with hundreds of organizations and experts around the world who are delivering interactive curriculum-based programs using video conferencing technology."
garth nichols

3 ways to weave digital citizenship into your curriculum - 0 views

  • Fortunately, in a classroom where students already use technology, it’s a simple matter to incorporate a digital citizenship component into any lesson — all while meeting both the ISTE Standards and the Common Core. For example, teachers have the opportunity to address digital citizenship whenever students: 1. Create digital presentations
  • 2. Study historical figures or literary characters Prompt students to think about how they present themselves online — and what it means to leave a digital footprint — by creating fake social media profiles for the characters they’re studying in history or English classes. “If Lincoln had a Twitter feed, what would he tweet? Get students to think about how these characters might present themselves online,” Mendoza said. “Reframe social media to look at how the characters might have exemplified themselves in a digital world and how it might have impacted them.” Add another dimension to this activity by using characters that have two very distinct sides to their personalities, such as Jekyll and Hyde. “It helps them think about how sometimes people present themselves online in a whole different way than they really are in person and why we might share things about ourselves that might not really be in line with who we are in person.”
  • Anytime students create content to share online, teachers can supplement the lesson with an age-appropriate discussion about copyright and fair use. Mendoza suggests going beyond simply showing students how to properly cite ideas and images. “Flip the tables on them. When they’re creating and sharing their work with the world online, ask them: How do you want other people to use your work? Would you want other people to make a profit off it, share it or alter it? That’s when it really hits home,” she said.
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  • 3. Research a project If a project requires students to perform research online, help them develop information literacy skills by introducing effective search strategies and discussing how to determine whether a website is credible.
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.
garth nichols

Change the Subject: Making the Case for Project-Based Learning | Edutopia - 0 views

  • What should students learn in the 21st century? At first glance, this question divides into two: what should students know, and what should they be able to do? But there's more at issue than knowledge and skills.
  • For the innovation economy, dispositions come into play: readiness to collaborate, attention to multiple perspectives, initiative, persistence, and curiosity. While the content of any learning experience is important, the particular content is irrelevant. What really matters is how students react to it, shape it, or apply it. The purpose of learning in this century is not simply to recite inert knowledge, but, rather, to transform it.1 It is time to change the subject.
  • Expanding the "Big Four" Why not study anthropology, zoology, or environmental science? Why not integrate art with calculus, or chemistry with history? Why not pick up skills and understandings in all of these areas by uncovering and addressing real problems and sharing findings with authentic audiences? Why not invent a useful product that uses electricity, or devise solutions to community problems, all the while engaging in systematic observation, collaborative design, and public exhibitions of learning?
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  • What might students do in such schools, in the absence of prescribed subjects? They might work together in diverse teams to build robots, roller coasters, gardens, and human-powered submarines. They might write and publish a guide to the fauna and history of a nearby estuary, or an economics text illustrated with original woodcuts, or a children's astronomy book. They might produce original films, plays, and spoken word events on adolescent issues, Japanese internment, cross-border experiences, and a host of other topics. They might mount a crime scene exhibition linking art history and DNA analysis, or develop a museum exhibit of World War I as seen from various perspectives. They might celebrate returning warriors, emulating the bard in Beowulf, by interviewing local veterans and writing poems honoring their experiences. The possibilities are endless.
  • Changing the subject, then, means deriving the curriculum from the lived experience of the student. In this view, rather than a collection of fixed texts, the curriculum is more like a flow of events, accessible through tools that help students identify and extract rich academic content from the world: guidelines and templates for project development, along with activities and routines for observation and analysis, reflection, dialogue, critique, and negotiation.
garth nichols

RESOURCES « Digital Citizenship Program - 0 views

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    WoW! Do you want a comprehensive digital citizenship curriculum/program? Here is it - make sure it is embedded, make sure it is meaningful, etc...
Derek Doucet

Préparation examen du DELF - A1 A2 B1 B2 cours et exercices en Ligne - 0 views

  • Préparation DELF Bonjour de France, le magazine pour étudier le français en ligne, vous propose de découvrir différents exercices de DELF en ligne pour vous entrainer. Les exercices de compréhension écrite et orale sont accompagnés soit des documents sonores soit d'illustrations.
  • Choisissez votre niveau de français :
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    This is a great site that allows French Teachers to personalize learning in their classes and it's all in-line with the new CEFR curriculum. One to one schools can really benefit.
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
kcardinale

Coding at school: a parent's guide to England's new computing curriculum | Technology |... - 1 views

  • mary and secondary school pupils in
  • Teaching programming skills to children is seen as a long-term solution to the “skills gap” between the number of technology jobs and the people qualified to fill them
  • Our new curriculum teaches children computer science, information technology and digital literacy: teaching them how to code,and how to create their own programs; not just how to work a computer, but how a computer works and how to make it work for you.”
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  • At primary level, it helps children to be articulate and think logically: when they start breaking down what’s happening, they can start predicting what’s going to happen. It’s about looking around you almost like an engineer at how things are constructed.”
  • But when you learn computing, you are thinking about thinking.
  • There are lots of transferable skills.”
  • algorithms
  • But they will also be creating and debugging simple programs of their own, developing logical reasoning skills and taking their first steps in using devices to “create, organise, store, manipulate and retrieve digital content”.
  • more complicated programs
  • variables and “sequence, selection, and repetition in programs
  • two or more programming language
  • mple Boolean logic (the AND, OR and NOT operators, for example), working with binary numbers, and studying how computer hardware and software work together.
  • computer and internet safety
  • Even if you’re daunted by programming as a subject, seeing it through the eyes of a child will hopefully make it much less intimidating.
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    Fantastic read that I discussed and annotated with my Grade 11 and 12 Computer science students in class yesterday!
Derek Doucet

Personalized Learning, Big Data and Schools | Edutopia - 0 views

  • Similarly, the field of education is facing enormous pressure to adapt to technology as educators figure out how to meet the needs of students in a personalized, meaningful and timely manner based on best practices.
    • Derek Doucet
       
      The key is that tech is rooted in best practices and pedagogy
  • By designing a curriculum that collects data at every step of the student learning process, universities can address student needs with customized modules, assignments, feedback and learning trees in the curriculum that will promote better and richer learning."
    • Derek Doucet
       
      Importance of Chunk, Chew Check or Input Process Output - allowing for Processing and checking for understanding throughout the lessons
    • Derek Doucet
       
      Check out this point!! Thoughts??
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  • Simply put, we live in an age of personalization and customization -- and companies know it and are gearing their efforts to serve our needs in the way they think we want to be served.
tanyacatallo

Professional Learning Communities Still Work (If Done Right) - Education Week Teacher - 0 views

  • see themselves as members of strong collaborative cultures saw significant benefits in their day-to-day work in key instructional areas, such as planning lessons, developing teaching skills and content, and aligning curriculum and expectations.
    • tanyacatallo
       
      Cohort21 a great collaborative experience
    • tanyacatallo
       
      Finding meaning in our work is a collaborative activity. The power of collaboration is fascinating!
  • job-embedded professional development occurs when educators are members of high-performing professional learning communities
  • A professional learning community is not simply a meeting: It is an ongoing process in which educators work collaboratively in recursive cycles of collective inquiry and action research in order to achieve better results for the students they serve.
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  • collaborative teams rather than in isolation and take collective responsibility for student learning.
  • implement a guaranteed and viable curriculum, unit by unit
  • criteria they will use in assessing student work
  • monitor student learning through an ongoing assessment process
  • common formative assessments.
  • improve their individual practice
  • school provides a systematic process for intervention and enrichment
Justin Medved

Thinking Skills Club - Home - 0 views

  • The Brain Puzzle The Thinking Skills Club organizes fun, cognitively enriching games into a curriculum disguised as a brain puzzle. The puzzle pieces fill with colour as games are passed in all 6 areas of the site: Executive Function, Problem Solving, Memory, Processing Speed, Social Skills and Attention.
garth nichols

Connected Learning: An Agenda for Research and Design | DML Hub - 1 views

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    Connected Learning: socially embedded, interest-driven and oriented learning.  You would want to read this if you are looking at how to break down your classroom walls and seek opportunities for PBL and IBL authentic learning experiences...
garth nichols

Educational Leadership:Technology-Rich Learning:Tech Leaders Speak Up About Learning - 0 views

  • The key to infusing technology for deep learning is professional development for teachers. At our school, each teacher wrote his or her own professional development plan. Then we changed the job description of the technology teacher to include meeting with each teacher to refine and review these plans. Instead of teaching computers to the students, the new technology integration coach—a new title to reflect new duties–was now available to partner with the teacher in the classroom. As teachers became more comfortable, the coaching sessions centered on how to extend learning.
  • At the same time, our administrative team began using e-communication folders for parent communication, e-portfolios for teachers, and Moodle for virtual classroom environments. Teachers experienced rich, efficient collaboration and communication through technology. This resulted in more effective face-to face communication.
  • Three things are basic to preparing students to be deeper learners: (1) access to quality curriculums, teaching, and learning, (2) robust information resources, technology tools, devices, and infrastructures, and (3) a student-centered learning environment that promotes critical thinking and problem solving.
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  • One of a leader's most important roles is to be a model for teachers–who then become models for students. Modeling digital learning in professional learning communities, faculty meetings, parent events, and everyday tasks helps adult learners in the school challenge themselves to authentically learn how to use technology.
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    This is a great article for how to introduce edtech into a school - it has real world examples as well
Marcie Lewis

Curriculum: Understanding YouTube & Digital Citizenship - Google in Education - 2 views

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    Understanding YouTube and Digital Citizenship - 10 Lessons
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