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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.
Justin Medved

Column: Futile fight on student tweets - 0 views

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    "Taking a cue from The Scarlet Letter, the website Jezebel compiled racially insensitive tweets directed toward President Obama by high school students across the country, naming names and even calling the students' schools. The tweets - posted by students under their real identities - covered the full range of bigotry, from racial epithets to basketball stereotypes, with the N-word in abundance. In response, Giga OMasked, "When does shaming racist kids turn into online bullying?" The answer to that is never. It would be a mistake to mischaracterize the denunciation of racially offensive speech as abusive. To the contrary, that give-and-take (or more precisely "say something deeply offensive and get verbally pummeled") is what free speech in America is all about. That's the flaw in virtually every strategy to keep students in both high school and college on the social media straight and narrow. High school is all about preparing the next generation for citizenship. We teach them civics, history, a smattering of math and science and hand them a diploma. But we too often also try to control their every move. That's literally the case with the news last week that a sophomore at John Jay High School in San Antonio was expelled after refusing to carry an ID with a computer chip designed to track the movements of every student in the school."
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
Justin Medved

Breakout EDU - 0 views

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    "Breakout EDU creates ultra-engaging learning games for people of all ages. Games (Breakouts) teach teamwork, problem solving, critical thinking, and troubleshooting by presenting participants with challenges that ignite their natural drive to problem-solve. Breakouts are perfect for classrooms, staff trainings, dinner parties, and at home with the family! At the end of a Breakout, your players will be eager for the next! Speciality K-12 Breakouts can be used to teach core academic subjects including math, science, history, language arts and have embedded standards that apply problem solving strategies within a real world OR collaborative context."
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...
Ruth McArthur

Make Your Images Interactive - ThingLink - 0 views

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    Make a historical picture actually be worth a thousand words by including important information and links that are associated with the image. 
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:
  • Global awareness Financial, economic, business and entrepreneurial literacy Civic literacy Health literacy Environmental literacy 
  • 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.
  • To be effective in the 21st century, citizens and workers must be able to create, evaluate, and effectively utilize information, media, and technology.
  • 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.
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
  • 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.
  • 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.”
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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.
Justin Medved

Gamification Series Part 1- 15: The Next Level - 1 views

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    "Complete Gamification Series Part 1: Introduction Part 2: What is Gamification? Part 3: Why Gamify? Part 4: Our Quest Part 5: Student Viewpoints on Gamification Part 6: Gaming Terminology Part 7: Leveling Part 8: Badges & Achievements Part 9: XP & Grades By Attrition Part 10: Guilds / Team Missions Part 11: Leaderboards Part 12: Narrative / Avatars Part 13: Managing Gamification Part 14: Results Part 15: The Next Level"
Adam Caplan

getting teens to focus when they're on the computer - 3 views

  • Many a parent and teacher has despaired over how easily young people’s attention is diverted, especially when they’re online. Stay focused! we urge them. Don’t let yourself get distracted! Our admonitions have little sway against the powerful temptations of the Internet.
  • Let’s encourage teenagers to discover (maybe with the help of their peers) that the freedom and autonomy they feel when they’re at the helm of their computers is in some ways an illusion, and let’s help them develop the skeptical, critical stance that would allow them to be truly autonomous users of the Internet.
  • Although there have been some attempts to teach students “critical thinking skills” with respect to the web, too often these programs adopt a sanctimonious tone, with all the rebellious appeal of extra-credit study hall. The history of antismoking campaigns offers a potentially more effective alternative. Granted, clicking a link or posting a status update won’t give teenagers lung cancer. But the undisciplined use of technology can waste their time, fragment their focus, and interfere with their learning. Just like their health, young people’s attention is a precious resource, and they should be empowered to resist the companies that would squander it.
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    A new, teen-friendly approach to teaching critical literacy and attention dominance while on the internet. 
aedavislive

5 Ways to Use Integrated Google Drive Apps for Group Projects | Edudemic - 0 views

    • aedavislive
       
      Great for monitoring students' investment and workload in group projects! 
  • except when students are working with primary sources recorded on that ancient technology we call paper. From genealogy projects that have students working with old family letters to history projects that have students leafing through 1940s issues of Life magazine, there are many potential sources of paper that students will want to track and organize digitally.
  • tudents can fax these documents to themselves or to group members and organize them easily in Google Drive folders.
garth nichols

The chasm between high school and university - 0 views

  • Let's start with the secondary system. As this level of education becomes significantly student focused, there are many of us in the system who fear we are coddling students in the extreme and not preparing them at all for the realities of the work world or college/university. Here are samples of policies, largely instituted by the Ministry of Education, that added together, have lead to concerns re: coddling.
  • •Late work: Student work is not penalized for lateness. Late work is viewed as a behavioural issue, not an academic one. •Plagiarism: This is also seen as a behavioural issue, and usually does not result in any academic penalty, even in a grade 12 University level course. •Evaluation: Policies are moving away from grades being derived from an average of all student assignments in favour of a more general approach that reflects "most recent and/or most consistent" achievement. •Lower limits: Students getting failing grades are assessed by this policy which requires teachers to give a mark of 30 to students who are, on paper, achieving anywhere from 1-29 per cent. This is designed to 'give them hope' of success. •Credit rescue/recovery: A policy designed to give students who fail a course the opportunity to make up key missed work with the goal of achieving a passing grade. •Memorization: The idea of students actually memorizing material is viewed as "old fashioned" and is rejected in favour of "inquiry based learning'." The world of the university student is decidedly different, as evidenced by their policies. •Late work: Most courses do not accept late work. Period. •Plagiarism: This is viewed as academic dishonesty, and harsh academic penalties are in place. •Evaluation: Most courses feature few evaluations that are weighted heavily, and grades are based on the average of all assignments. •Evaluation: The move toward knowledge-based evaluation is epidemic. Exams, even in courses like literature studies and philosophy, are commonly multiple choice and short answer exams.
  • •If students are trained for the 14 years they attend school that there really are few consequences to academic problems, how will they fare in the much more rigorous world of post-secondary education? A history professor recently asked me what we (high school teachers) were doing to our kids.
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  • The idea that we have largely abandoned 'knowledge based learning' in no way prepares students for the new reality of university
  • As for the world of work, students who have struggled to graduate by submitting work late, gaining credits through credit rescue, and who have not developed responsibility for their work may improve rates of graduation, but will not serve them in the work world, where the safety nets they have come to rely on do not exist.
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    Interesting perspective on how the MoE is/is not preparing our students for post-secondary and the work force
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