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Justin Medved

MUST WATCH In Limbo: explore the traces we leave online - 1 views

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    "This unique transmedia project takes a documentary about internet privacy, digital identity, and online communications and adds a personal touch. By entering your own data into the project's interface, your digital self will be peppered throughout the film. This riveting doc profiles eight people, including computer pioneer Gordon Bell and Internet Archive founder Brewster Kahle, who share their thoughts and experiences on the new social phenomena of digital culture. Speakers in the film are captured by a Kinect camera, and they see themselves being digitized and converted into lines of code, in a constant interplay between the Web and reality."
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
mrdanbailey61

Inquiry is Differentiation | Discovering the Art of Mathematics (DAoM) - 2 views

  • explains some of the individual differences that influence problem solving
  • psychologist David Jonassen
  • Given the reality of all these differences, how can I even dream of a functional classroom in which every student is learning at their own learning edge?
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  • I believe that inquiry helps tremendously in reaching learners on different levels at the same time
  • work at their own pace
  • This is kind of funny because whole class discussions actually help make knowledge more equal which makes the classroom experience less differentiated. So while this is not really a tool to help students at their individual learning edges, it is a tool to bring out the differences and spread ideas and questions around the class.
    • mrdanbailey61
       
      This is a puzzle - how do we democratize input? This is why I like the idea of Twitter in the classroom - can be a way for reluctant speakers to particpate.
  • Ok, by now I know that it is impossible to find one particular task that will be just at the right level for all my students.
  • Another way of bringing in differentiation into your class is by letting students work on two different topics simultaneously. The students choose when they are ready to switch tasks for a while and then come back later to pick up the first topic again.
  • students know pretty well how they compare to other students and that they don’t like having to fit in and be the same all the time
  • Assessment and differentiation is a tricky subject,
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    I am not a math teacher, but I really like the ideas here. I am working at getting a handle on differentiation and inquiry-based learning for my subjects and classes (Our classes typically have 5-10 students with assessments and IEPs)..
mardimichels

The Elephant in the Room | Network.Ed - 0 views

  • Even when the most innovative teachers progress from teacher-centred classroom dynamics to inquiry or project based learning, rarely is technology considered to supply the scaffold for a more effective collaborative and socio-constructivist approach to the acquisition of knowledge.
  • We need to realise that these technologies are only absent from schools because we are deliberately keeping them out. We have created an alternative reality in which technology doesn’t exist. We are, in effect, striving to perpetuate a status quo that is already dead and buried in the real world.
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    Interesting (older) article about the use of technology to support innovative teaching methods.
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
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.
David Byrne

How Should Professional Development Change? | Edutopia - 1 views

    • David Byrne
       
      @Cohort21 - Looking at these numbers, I wonder what would happen if we were to spend 7.5 hours together every week!
  • The Shanghai teacher and Singapore teacher ratios of teaching time to collaboration time reveal even larger disparities. The Shanghai teacher reported teaching 15 hours a week and collaborating 7.5 hours a week. The Singapore teacher spends 18 hours teaching and 15 hours collaborating each week. Spending so much time collaborating with other teachers every week is not a reality for U.S. teachers who feel lucky to chat with their colleagues at lunch or in biweekly faculty meetings. The differences in professional development systems do not end here though. In Singapore, teachers are expected to do 100 hours of professional development (paid by the ministry of education) every year. That would be 500 hours in five years. In Shanghai, teachers are expected to do a minimum of 360 hours of professional development every five years -- compare that to the mere 120 hours of professional development that is typically required of U.S. teachers every five years.
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