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amacrae

The Third Teacher - 1 views

shared by amacrae on 19 Nov 16 - No Cached
  • 2Getting Started with the Physical EnvironmentOVERALL ...It is both an art and a science to design (as opposed to decorate) a learning environment that responds to our ultimate goal as educators – to develop independent and rigorous thought. Therefore, if we want to foster discovery and reflection, dialogue and the sharing of ideas, the overall physical environment should include:•A large gathering space for whole-group work and discussions, located near whiteboards, easels and/or projector screens.•A gathering space for small-group and whole-group discussions – where students can see clearly the representations of learning that are posted on boards or screens and hear classmates as they share ideas.•Flexible and reconfigurable space for small-group collaborative work and inquiry – space must allow for groupings of various sizes, such as pairs, triads and groups of four or more.•Desks and tables configured to facilitate discussion by allowing eye contact with peers and teacher, the unencumbered flow of traffic and enough space for students to write collaboratively.•Active areas for inquiry, investigation and wonder and quiet areas for thinking and exploring technology – all areas need to be accessible to students for communicating and documenting their own learning (e.g., computers, computer software, tablets, digital cameras and video recorders, document cameras, interactive white boards).•Instructional materials organized in such a way as to provide easy selection and access for all students – materials may include computer software, educational web sites and applications, found materials, graphic organizers, newspapers and other media, resource texts, etc.FOR MATHEMATICS ...Mathematically literate students demonstrate the capacity to “formulate, employ and interpret mathematics” (OECD, 2012, p. 4); they view themselves as mathematicians, knowing that mathematics can be used to understand important issues and to solve meaningful problems, not just in school but in life. By extension, the physical environment for mathematics learning should include: •Spaces where students can use manipulatives to solve problems and record their solutions.•Board and/or wall space to display student solutions for Math Congress and Bansho – student solutions should be easily visible from the group gathering space.•Space to post co-created reference charts such as glossary terms and past and current summaries of learning that specifically support the development of the big ideas currently under study.•Instructional materials organized in such a way as to provide easy selection and access for all students; may include mathematics manipulatives, calculators and other mathematical tools, mathematical texts, hand-held technology.FOR LITERACY ... Today’s literate learners experience “a constant stream of ideas and information” – they need strategies for interpretation and making sense and lots of practice in identifying meaning, bias and perspective (Ontario Ministry of Education, 2009, 2006). By extension, the physical environment for literacy learning should include: •Spaces where students can talk, listen, read and write.A place for wonder, mystery and discovery ...“We need to think about creating classroom environments that give children the opportunity for wonder, mystery and discovery; an environment that speaks to young children’s inherent curiosity and innate yearning for exploration is a classroom where children are passionate about learning and love school.” (Heard & McDonough, 2009)
  • maintain that the key to learning in today’s world is not just the physical space we provide for students but the social space as well (
  • A large gathering space
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  • mall-
garth nichols

Math Teachers Should Encourage Their Students to Count Using Their Fingers in Class - The Atlantic - 2 views

  • This is not an isolated event—schools across the country regularly ban finger use in classrooms or communicate to students that they are babyish. This is despite a compelling and rather surprising branch of neuroscience that shows the importance of an area of our brain that “sees” fingers, well beyond the time and age that people use their fingers to count.
  • Remarkably, brain researchers know that we “see” a representation of our fingers in our brains, even when we do not use fingers in a calculation
  • Evidence from both behavioral and neuroscience studies shows that when people receive training on ways to perceive and represent their own fingers, they get better at doing so, which leads to higher mathematics achievement. The tasks we have developed for use in schools and homes (see below) are based on the training programs researchers use to improve finger-perception quality.
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  • The need for and importance of finger perception could even be the reason that pianists, and other musicians, often display higher mathematical understanding than people who don’t learn a musical instrument.
  • Teachers should celebrate and encourage finger use among younger learners and enable learners of any age to strengthen this brain capacity through finger counting and use. They can do so by engaging students in a range of classroom and home activities, such as:Give the students colored dots on their fingers and ask them to touch the corresponding piano keys:
  • Visual math is powerful for all learners. A few years ago Howard Gardner proposed a theory of multiple intelligences, suggesting that people have different approaches to learning, such as those that are visual, kinesthetic, or logical. T
  • To engage students in productive visual thinking, they should be asked, at regular intervals, how they see mathematical ideas, and to draw what they see. They can be given activities with visual questions and they can be asked to provide visual solutions to questions.
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    Great article on the strategies and rethinking of them in Math class for younger grades
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

5 Important Web Tools Students Can Use to Create Educational Games ~ Educational Technology and Mobile Learning - 0 views

  • In education 1.0, online games which are nothing else but electronic worksheets were played in one unidirectional  way and there was only way correct way for players to win ; in education 2.0 commercial  games have made it into the educational scene and teachers and students started using them, examples of these games include: SIMs, World of Warcraft, Portal. However, in education 3.0, learners are not only using these commercial games in unique ways but they are also using several platforms to create their own games.
  • JeopardyLabs allows you to create a customized jeopardy template without PowerPoint.
  • Purpose Games allows you to create your own games, host your own groups / classes, study for a test, or just dazzle us with your knowledge. PurposeGames is a completely FREE service!
Sarah Bylsma

Wonderful Visual on SAMR As A Framework for Education 3.0 ~ Educational Technology and Mobile Learning - 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.
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.
Derek Doucet

The Ultimate Guide to Gamifying Your Classroom | Edudemic - 0 views

  • Gamification is the process by which teachers use video game design principals in learning environments. The effects are increased student engagement, class wide enjoyment of academic lessons, and high levels of buy-in, even from your most reluctant learners.
  • Components of Gamifying the Classroom There are several aspects of video-game design that can be incorporated into the gamified classroom. Here are several:
  • Points: In video games, users gain points as the travel through their quests. The more time they invest in the game the more points they earn
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  • Badges: Badges are public recognition of achievement, with each one designed with a specific achievement in mind.
  • Levels: As a game goes on, players progress through levels that get progressively more difficult. In the classroom, levels could be lessons, or even units of study.
  • Appointments: Thanks to the Internet, people playing a video game in the US can sign in and team up with players all over the world.
  • Bonuses: Most games have hidden, unexpected rewards. Bonuses help drive player loyalty and keep them playing day in and day out.
  • Infinite play: In many video games, players keep playing until they finish a level. They might lose points, or access to valuable items if they are attacked, but they are still able to keep playing.
  • How to Gamify Your Classroom
  • Backwards planning: Any teacher familiar with Understanding By Design has already got a leg up in gamification.
  • Use what’s available: Classcraft is a free, online educational role-playing game that teachers can personalize for their lessons.
  • Gamify one aspect: Rather than attempting to create an entire game with quests and hidden bonuses, start small.
  • Establish a marketplace: Allow students to buy, sell, swap, trade with each other and with you. Maybe students can swap a badge for an open-book test, or use points to purchase a homework-free night.
  • Allow leveling up: If a student has mastered the material in a lesson, offer fun and engaging extension wor
  • Just dive in: It can be difficult to know when your gamified classroom plan is ready for students, but the best advice is to just try it out.
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    A great intro to gamifying your classroom.
garth nichols

The Secret Skill Behind Being An Innovator | LinkedIn - 0 views

  • Let’s look more closely at what is happening, conceptually, when we make an analogy. “The essential requirement for analogical thinking,” Holyoak and Thagard write, “is the ability to look at specific situations and [] pull out abstract patterns that may also be found in superficially different situations.” That’s important, so I’ll say it again in a slightly different way: A useful analogy reveals the deep commonalities beneath superficial differences.
  • What does this allow us to do? The scientists Kevin Dunbar studied used analogies, first, to formulate hypotheses that they could then test. Their thought process went something like this: If we know that X does Y when Z, is it possible that A does Y when Z, too? Let’s find out. That’s often how innovations get their start, in the lab and elsewhere: by taking a familiar starting point and using it as a launch pad to explore new territory.
  • The appearance in the transcript of words indicating uncertainty, such as “maybe,” “I don’t know,” and “I don’t understand,” was often followed by an attempt to draw an analogy—to compare the ambiguous situation to a situation with which the scientists were familiar.
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  • At such moments, the scientists were employing analogies as different sort of bridge—a conceptual catwalk that provides just enough space to move forward and keep searching for solutions. As Schunn writes: “Scientists and engineers do not always seek to completely eliminate uncertainty (and indeed, sometimes it is not possible to do so) but often drive problem solving with the aim of converting it into approximate ranges sufficient to continue problem solving.”
  • To aid in finding just the right analogy, it helps to have a deep pool of potential targets. The Boston Strategy Group, a consulting firm, has created an online gallery of sources of analogical inspiration for its consultants and their clients to use. We can do this, too—bookmarking or pinning websites that inspire connections, keeping a folder of ripped-out articles or pictures from newspapers and magazines. A class or a workplace team can create a shared repository of analogical targets.
  • The best use of an analogy, as we’ve seen, is as as a bridge—and once we’ve crossed over the bridge, we can leave it behind.
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    Great article for why analogies are important
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. 
garth nichols

great technology requires an understanding of the humans who use it - 0 views

  • Clearly, MIT BLOSSOMS (the name stands for Blended Learning Open Source Science Or Math Studies) isn’t gaining fans by virtue of its whiz-bang technology. Rather, it exerts its appeal through an unassuming but remarkably sophisticated understanding of what it is that students and teachers actually need. It’s an understanding that is directly at odds with the assumptions of most of the edtech universe.
  • For example: BLOSSOMS is not “student-centered.” In its Twitter profile, the program is described as “teacher-centric”—heresy at a moment when teachers are supposed to be the “guide on the side,” not the “sage on the stage.” The attention of students engaged in a BLOSSOMS lesson, it’s expected, will be directed at the “guest teacher” on the video or at the classroom teacher leading the interactive session.
  • All this is blasphemy in view of the hardening orthodoxy of the edtech establishment. And all this is perfectly aligned with what research in psychology and cognitive science tells us about how students learn. We know that students do not make optimal choices when directing their own learning; especially when they’re new to a subject, they need guidance from an experienced teacher. We know that students do not learn deeply or lastingly when they have a world of distractions at their fingertips. And we know that students learn best not as isolated units but as part of a socially connected group. Modest as it is from a technological perspective, MIT BLOSSOMS is ideally designed for learning—a reminder that more and better technology does not always lead to more and better education.
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  • The creators of BLOSSOMS also candidly acknowledge that many teachers are threatened by the technology moving into their classrooms—and that they have reason to feel that way. Champions of educational technology often predict (with barely disguised glee) that computers will soon replace teachers, and school districts are already looking to edtech as a way to reduce teaching costs. The message to teachers from the advocates of technology is often heard as: Move aside, or get left behind.
  • Should the creators of educational technology care so much about the tender feelings of teachers, especially those inclined to stand in the way of technological progress? Yes—because it’s teachers who determine how well and how often technology is used.
  • Edtech proponents who think that technology can “disrupt” or “transform” education on its own would do well to take a lesson from the creators of BLOSSOM, who call their program’s blend of computers and people a “teaching duet.” Their enthusiasm for the possibilities of technology is matched by an awareness of the limits of human nature. 
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    A very important message to all who are trying to integrate Tech into their school...
kcardinale

Coding at school: a parent's guide to England's new computing curriculum | Technology | theguardian.com - 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!
lesmcbeth

Resources | Leadership+Design - 0 views

  • Ewan McIntosh at TEDxLondon. In this talk, hybrid teacher/investor Ewan McIntosh shows how really using the design thinking model requires a shift in teacher behavior to “get out of the way” and allow students to find solutions to relevant challenges.
  • esign Thinking for Independent School Educators.” This webinar by Leading is Learning co-founder Greg Bamford provides a 100-level introduction to design thinking and why is matters in the independent school environment. Design Thinking in Education. This partnership between IDEO and Riverdale Country Day School (NY) focuses on how design thinking is used in schools, often to help schools solve problems about where they should go, what they should do. It includes case studies and nice short videos about educators using design thinking here. The Stanford d. school K-12 Wiki has a range of resources for K-12 educators. Stanford REDLab (Design and Education) has scholarly articles on design thinking and education, videos, and a few models of design thinking units in middle school math and high school science here. The Nueva School in northern California, a K-8 independent school, is a national leader in using Design Thinking. Information on their curriculum and iLab facility is here.
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    What does Design Thinking look like in schools?
mardimichels

LangMedia: Resources for World Languages - Five College Center for the Study of World Languages - 1 views

  •  
    This site presents information on culture and language in different regions of the world as well as videos and audio taken from the authentic regions. Transcripts in English and the target languages are included.
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
tantoniades

Life in a 21st-Century English Class | MindShift | KQED News - 4 views

  • Finally, technology is embedded into the structure of all we do. It’s part of how we research, how we capture information, and how we display our learning. It’s never an accessory tacked on at the end.
    • tantoniades
       
      This is where I need to get.  I'm still very much in the "tacking on" phase.
  • My students started by creating a Flickr feed, Facebook page, a YouTube account, a Tumblr blog, and a Twitter account. They decided that visual representations of their knowledge would be the most powerful. So some of my students created photographs depicting images that they felt best represented modern trafficking. These photos were then edited in Picnik, and posted to our blog.
    • tantoniades
       
      I dont know what half of these things are, but I'm going to find out - we do Beloved, which is really similar thematically, and my assessment for the unit is really similar (even if it's not tech-based...yet).
  • A few years ago I tried to teach this idea to a grade 12 class when we were studying essay writing. They didn’t get it. But in the context we were using, after comparing social media content, it made perfect sense to my grade 11 students.
    • tantoniades
       
      I find this really annoying.  
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  • The Museum Box site allows you to build  an argument or description of an event, person or historical period by placing items in a virtual box. Students can display anything from a text file to a movie. My students will be using this platform to argue their thesis, rather than writing a traditional essay.
    • tantoniades
       
      Intriguing.  Go on...
  • My students have started designing our curriculum units. Seriously. While transitioning to our current unit, we discussed the possibilities as a class.
    • tantoniades
       
      I dont mean to be a crank, but this has everything to do with teaching, and nothing to do with technology.
  • Before the technology/constructivist shift in my classsroom, I would have taught all of this quite traditionally. We’d read books, answer questions, and then address those questions in class. I’d lecture a lot, with supplemental grammar lessons here and there, and I’d include some type of artistic project to achieve viewing and representing objectives. The whole design would have been extremely teacher centered. And at the end of it all, I’d hope they learned something about writing and thinking. Instead, inquiry and technology are a natural part of our English classes.
    • tantoniades
       
      Again, I know I'm being a cynical old grump, but you cannot use "technology" and "constructivist" like they're two parts of the same idea.  I think it's perfectly feasible to imagine a constructivist classroom that runs without tech, and vice versa.  Both of them running in harmony...that's the dream, all right.
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    An article about some ways technology can be used to help an inquiry-based high school English class...
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    Hey Tony - I think you'd be really interested in TPACK - a tech integration framework that looks at pedagogical knowledge, content knowledge and tech knowledge. For more info check out tpack.org! We'll be looking at these in our third face to face but it sounds like you're ready to delve!
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