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middleweldon

Digital Literacy Fundamentals | MediaSmarts - 1 views

  • This section looks at the various aspects and principles relating to digital literacy and the many skills and competencies that fall under the digital literacy umbrella. The relationship between digital literacy and digital citizenship is also explored and tips are provided for teaching these skills in the classroom
  • Use, Understand, Create
  • The Multi-Literacies of the Digital Age
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    A clear explanation of digital literacy that separates it out from the others - media literacy, information literacy etc. Key definitions to build from - especially in the context of developing a course related to digital or media literacy
Sarah Bylsma

SAMR Model - Technology Is Learning - 6 views

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    Helps educators to consider the use of technology and how it is being utilized.
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    "The Substitution Augmentation Modification Redefinition Model offers a method of seeing how computer technology might impact teaching and learning.  It also shows a progression that adopters of educational technology often follow as they progress through teaching and learning with technology.  "
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    SAMR Model Definitions and Examples
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    A new taxonomy?
mardimichels

197 Educational YouTube Channels You Should Know About - InformED : - 2 views

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    "f you don't have a YouTube channel as an education provider, there's a good chance you're behind the times. Nearly every major educational institution in the world now hosts its own collection of videos featuring news, lectures, tutorials, and open courseware. Just as many individuals have their own channel, curating their expertise in a series of broadcasted lessons. These channels allow instructors to share information and blend media in unprecedented and exciting new ways. From teaching Mandarin Chinese to busting myths about Astronomy, the educational possibilities are virtually endless pun intended! Because we can now sift through thousands of resources while navigating a single repository, the potential for inspiration and growth in the field of education has reached a new height. Here are the top channels worth following based on views, subscriptions, and quality of content:"
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    Thanks Justin for sharing this - definite food for thought!
mardimichels

Definition Of Digital Citzenship - 2 views

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    Useful infographic that breaks down the huge subject of "digital citizenship" into manageable chunks.
Justin Medved

Assistive Technology - Chrome Toolbox - 0 views

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    "This collaborative space was created to celebrate the many Apps and Extensions made by developers which serve the accessibility needs of individuals with disabilities. Although Google already highlights accessibility features built into the Chrome browser or through add-ons, we have collected numerous other free tools that we feel further contribute to that mission. To this end, we have developed this searchable resource to locate tools that serve the particular challenges anyone might face while working in Chrome. On the right, you will find more information about this site, including definitions of terms and more information about the Chrome browser and assistive technology. "
Justin Medved

Learning Theories - 2 views

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    To help you learn and refresh your memory about some of the leading learning theories in educational literature, we are sharing with you this excellent resource from Instructional Design that features over 50 learning theories. Each theory comes with a short definition, a section on how it is applied, few examples illustrating the use of the theory, and a final section with resources and references to learn more about the theory in question.
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    Instructionaldesign.org is a gold mine! I appreciate the consistent comparative layout for each theory, and that I can look directly to the Principles. Beyond the learning theories, have a look at the "Bad Error Message" section if you fancy a wee laugh. http://www.instructionaldesign.org/bad_error_messages.html
Justin Medved

Outlook for online learning in 2013: online learning comes of age - 1 views

  • Initially in many institutions the move will be crude pedagogically, with an emphasis on video recording of lectures and flipped classes, or merely increasing the amount of online learning supporting regular classes. Over time, though, as instructors get more experience in hybrid learning, get more instructional design support, and greater pressure from the administration, full course re-design will increase, but major redesigns around hybrid learning may take as long as five years in many institutions. One reason for this slow adoption of re-design is the current lack of appropriate models for hybrid learning that have been tested and evaluated; this will change though as experience grows. Best practice for hybrid learning will emerge, as it did for fully online learning.
  • 10. Expect the unexpected: One year: 100%; Three years: 100%; Five years: 100% These are the monsters lurking in the shadows. In online learning, the only thing you can really be certain of is the uncertainty. These are Donald Rumsfeld’s unknown unknowns, so by definition they are unpredictable or non-forecastable. However, there are also some known unknowns that perhaps we should discuss. (MOOCs are good examples – they were known in 2011, but the likelihood that they would take off in 2012 in the way they did was not known, at least by most pundits.) Here are some possible bogeymen to lie awake worrying about:
  • the privatization of post-secondary education in the USA. Many states are in dire financial trouble. Will this result in some states privatizing their public post-secondary education systems? What price would Alabama State University fetch from a commercial buyer and how would that affect the state’s finances? If some states do decide on privatization, expect online learning to increase – indeed, online learning will likely increase in financially challenged states without privatization, because, rightly or wrongly, it will be seen as cheaper; also expect federal student financial aid to take a hit in the USA as Congress grapples with the deficit. a major Internet player (Apple, Google, Facebook or Amazon) jumps into the online learning market, perhaps in partnership with some elite universities, and takes a major share of the for-credit online market, because of lower costs, quality content, and accreditation from elite universities (but with a different category of degree from their on-campus programs) The US Congress backs publishers and shuts down all publicly funded open educational resources; copyright legislation is tightened on US-based Internet companies making it all but impossible to use educational resources over the Internet for free major power shortages/outages, due to bad weather/a surge in energy prices/political activists (pick your reason) makes online delivery increasingly unreliable during winter quantum computing arrives at a reasonable cost and completely changes the game.
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    "What's primarily going to drive this move to the centre is not MOOCs but hybrid learning, by which I mean the re-design of courses to integrate the best of online and campus-based teaching. This is being driven by dissatisfaction with very large lecture classes in first and second year university courses, the need for increased productivity/better learning in times of economic austerity, and faculty's increasing familiarity with online learning in supporting regular lecture-based classroom teaching."
Derek Doucet

What Project-Based Learning Is - and What It Isn't | PROJECT BASED LEARNING | MindShift... - 2 views

  • The term “project-based learning” gets tossed around a lot in discussions about how to connect students to what they’re learning. Teachers might add projects meant to illustrate what students have learned, but may not realize what they’re doing is actually called “project-oriented learning.” And it’s quite different from project-based learning, according to eighth grade Humanities teacher Azul Terronez.
    • Derek Doucet
       
      What are you doing with PBL?
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    Thanks for the article. It is definitely making me think more about the projects that I do with the students. Great read.
Christina Schindler

Project-Based Learning: Real-World Issues Motivate Students | Edutopia - 5 views

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    Great read for first time use
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    Definitely interested in students answering questions that "that [are] greater than the immediate task at hand"
Justin Medved

Why the war over math is distracting and futile - The Globe and Mail - 2 views

  • The big questions on today’s blackboard is how to make math relevant for tomorrow,
  • “At the beginning of the 20th century, Latin was a required subject – it was seen as fundamental,” he says, to show how, as society changes, so does what it values. “By the end of century, Latin was gone. What will mathematics be by the end of this century?”
  • Dr. Small is showing a third option for two-number multiplication when a father raises his hand and asks: “But what’s the most efficient way?”“What’s your definition of efficient?” Dr. Small responds. “I think it’s probably the calculator.”
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  • But so it goes. The one side says, “drill and kill.” The other says “drill for skill.” Basically, though, just about every mathematician and math education researcher who was interviewed for this story agrees that the perfect math class should have a mix of skills and problem solving. They just can’t agree on the amounts of each, when to add them, and what to skip.
Justin Medved

Tour Builder - 2 views

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    Tour Builder is a new way to show people the places you've visited and the experiences you had along the way using Google Earth. It lets you pick the locations right on the map, add in photos, text, and video, and then share your creation.
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    This is fantastic Justin! I have had my Gr.9 Geo students plan out a Cross-Canada road trip using the Google Earth 'KML Tour', but Tour Builder might be the way to go from now on. I love that it is browser-based. Will definitely check this out. Thank you sir!
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

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...
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