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garth nichols

Great Teachers Don't Always Want to Become Principals - Liz Riggs - The Atlantic - 1 views

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    Here's a great article that highlights what Cohort 21 is trying to create: informal, meaningful teacher leadership
Tim Rollwagen

Canada needs the long view, urgently - The Globe and Mail - 1 views

  • For example, what sort of education will it take for future Canadian graduates to reach their potential in a world where the pace of technological change is unlikely to slacken? If the next 15 years are anything like the last, during which we restructured how we work (Internet, mobile), communicate (smartphones), interact (Facebook, Twitter), shop (Amazon, eBay), listen to music (iTunes, iPods), plan trips (TripAdvisor, Expedia) and find information (Google, Yahoo), then literacy, numeracy, creativity, adaptability and entrepreneurship will be the name of the talent game.
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    Digital Literacy - What Canada needs.
Justin Medved

Hippasus - - 1 views

shared by Justin Medved on 15 Jan 14 - Cached
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    Home of the SAMR Model and lots of resources
garth nichols

Salman Khan, The Most Influential Person In Education Technology - Forbes - 1 views

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    Some interesting musing about the future of ed, as well as flipping the classroom, from Sal Khan.
garth nichols

http://www.ed.gov/edblogs/technology/files/2013/02/OET-Draft-Grit-Report-2-17-13.pdf - 0 views

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    This is a comprehensive assessment of WHAT, HOW and WHY to teaching GRIT and PERSEVERANCE. There are some ties to digital citizenship as well.
Marcie Lewis

CanFlip14 - The 3rd Annual Flipped Classroom Conference - 1 views

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    Canadian Conference on Flipped Classroom - June 19/20 - Okanagan College, Kelowna, BC
Marcie Lewis

Is Flipped Education Worth Flipping For? | K-12 Blueprint - 5 views

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    Research related to flipped classroom
Marcie Lewis

PDF.js viewer - 2 views

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    Report on the use of media by children age 0-8
Marcie Lewis

Future Learning Short Documentary - YouTube - 1 views

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    Short (12 minute) documentary on the Future of Learning
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    Short (12 minute) documentary on the Future of Learning
garth nichols

A Former Google Exec Reinvents Elementary Education By Putting An R&D Lab In School | C... - 3 views

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    Whoa...this is a great article to inspire conversation and thought around what the future of schools could be, and HOW they could be as well...
mardimichels

A Visual Guide To Teaching Students Digital Citizenship Skills - Edudemic - Edudemic - 3 views

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    Excellent infographic explaining digital citizenship for teachers.
mardimichels

A Teacher's Approach to Using Comic Books in the Classroom | Our Kids Blog - 1 views

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    Using comic books in the classroom - one teacher's approach.
celeste Kirsh

Diving Into Deeper Learning: Marc Chun | TedX DenverTeachers - 1 views

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    "The complex issues we face today require a key set of problem-solving skills.  How can schools best prepare students to be ready to take on these challenges?  How can they help ensure students have the "deeper learning" skills of critical thinking, collaboration, communication, and metacognition, as well as have the content knowledge they need?  Presented by Marc Chun, Education Program Officer at the Hewlett Foundation. "
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    Hi Celeste, This is a great video for me! I'm going to be looking at building grit and perseverance in the classroom context, and these skills are all a part of "intellectual character" that I am exploring. thanks, garth.
celeste Kirsh

10 must-watch videos for flipped learning | eSchool News | eSchool News - 3 views

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    Many people have expressed interest in flipping their classes - these 10 must-watch videos might help getting you started.
celeste Kirsh

A List Of 75 MOOCs For Teachers & Students - 1 views

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    MOOCs have received growing attention in the last year, and while the concept is not being embraced by all post-secondary institutions, there is a growing interest in these online learning vehicles. If you are interested in MOOCs, you might want to check out this article that also includes a list of 75 MOOCs for teachers and students:
garth nichols

Hackschooling makes me happy: Logan LaPlante at TEDxUniversityofNevada - YouTube - 2 views

  • Hackschooling Makes Me Happy: Logan LaPlante at TEDx
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    A 13 year old who talks about moving into the future with a hacker mindset without attending the traditional version of school.
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    So inspiring! Another reminder of why we need to keep believing in making change.
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    Here is the video that we played at break during our 3rd F2F at MaRS
mardimichels

Blogging Beyond One Classroom | Langwitches Blog - 2 views

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    Blogging beyond one classroom - transitioning students from elementary school blogging to middle to high school
Carolyn Bilton

University of Windsor prof makes Twitter mandatory | Windsor Star - 1 views

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    Fantastic example of using Twitter in class!
garth nichols

WebWeWant_new | Youth have the power to make choices - 1 views

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    For anyone interested in Digital Citizenship, this is a product of "WebWeWant" from the EU.
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.
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