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Dan Bench

Process vs Product in Maker-centered Learning - The Learner's Way - 42 views

  • by ‘Making Thinking Visible’ (MTV) can help here. MTV strategies offer two advantages to teachers and learners. Importantly they provide structure to thinking and encourage a deeper engagement with concepts and ideas. They also allow the thinking that is occurring to be made visible and thus a part of the assessment process
  • mastery of the process that students are utilising as they solve the problems they encounter in their making. How do they deal with obstacles? How did they plan their solution? How effectively do they collaborate? What did they do to understand the problem and how did they monitor their progress?  
  • Students move through phases of thinking that include empathy, needs analysis, ideation, planning, prototyping and evaluation in patterns both linear and non-linear as needs require.
  • ...2 more annotations...
  • Failing is a part of the process and failing disrupts output based assessments. At the core of the maker philosophy is a process of ideation, iteration and emergence.
  • their Personal Passion Projects. Many of the projects fit neatly into the description of maker-centered learning. These are the projects where the students have identified a need and the solution is a product which they design and then prototype.
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    The maker movement and with it maker-centered learning brings new possibilities and challenges into the classroom. It has spawned makerspaces and students are busy designing and making products. The danger with all this frenzied making is that it is very easy to miss the point, to focus on the product and not the journey.  
John McCombs

How Does Project-Based Learning Work? | Edutopia - 93 views

  • What is happening in your classroom? In your community?
  • Little time for reflection is available in the busy schedule of the school day, yet reflection is a key component of learning.
anonymous

Internet Tools That Support On-line Project-Based Learning and Teaching - 44 views

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    Internet Tools That Support On-line Project-Based Learning and Teaching
Garrett Kerr

The Differences Between Projects And Project-Based Learning | Edudemic - 178 views

    • Garrett Kerr
       
      I couldn't agree more with this side by side comparison. I think it is important that teachers understand the different especially now that technology is in full effect.
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    Differences between projects and pbl
Jessica Limmer

A Step-by-Step Guide to the Best Projects | Edutopia - 95 views

    • Jessica Limmer
       
      Love the connection to history/social studies. How can I do this?
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    State standards are laid out in the rubric, and students should be able to tell you which ones they're covering in any given project.
Chema Falcó

PBL in the Mirror: Planning for Student Reflection | Blog | Project Based Learning | BIE - 57 views

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    Within our project design, reflection is a key element that helps us support students as they work to understand the why, what, and how of their learning within the project.
Glenn Hervieux

7 Apps for Student Creators | Edutopia - 111 views

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    "Creation-based tasks promote higher-order thinking, encourage collaboration, and connect students to real-world learning. Whether you're teaching in a project-based learning classroom, engaging students with authentic assessments, or committed to pushing students to analyze and synthesize, providing opportunities for creation is a must."
Deborah Baillesderr

Gamestar Mechanic - 46 views

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    Play, design and share games.  Focuses on game design
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    a very popular web-based game design environment. Global Kids http://olpglobalkids.org/ is using it to run social benefits game design contests and badging programs. They are getting 100+ new game design entries per week. From the parents' guide: Gamestar Mechanic is currently supported by a partnership between the Institute of Play and E-Line Media. The game was originally developed by Gamelab in partnership with the Institute of Play and the Academic Advanced Distributed Learning Co-Lab (AADLC) at the University of Wisconsin-Madison. Initial funding for the game and companion learning guides came from the John D. and Catherine T. MacArthur Foundation. The design of the game is based on research by some of the leading academics in the field including Katie Salen (Executive Director of the Institute of Play and curriculum author for the New York City Public School Quest To Learn) and James Paul Gee (author of What Video Games Have to Teach Us About Learning and Literacy).
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    This site has students creating games from scratch and putting them out into the world for feedback within the Gamestar Mechanic community. Students use math, problem solving, writing skills and more to make their games interesting. I think this could be used in the classroom as a theme-based project or just to get students interested in coding.
Randolph Hollingsworth

Executive Summary of Serious Games: Improving Public Policy Through Game-based Learning... - 17 views

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    Ben Sawyer is the cofounder of Digitalmill, where he is in charge of strategy, technology, and business development. Located in Portland, Maine, Digitalmill is a technology development firm with clients worldwide. It has worked on a wide variety of projects dealing with interactive game development, including support for The Sloan Foundation's Virtual U game project. The company has produced two books on game development, numerous articles about developing games, and several market research reports on the gaming industry. Currently Digitalmill is working on Virtual U 2.0, and consulting on other projects that integrate gaming, education, and training. Sawyer has authored or co-authored more than 10 computer trade books as well as numerous articles on a wide range of technology areas including e-commerce, interactive game development, software marketing, and computer graphics. Publications include The Ultimate Game Developer's Sourcebook, published in 1996 by Coriolis Group Books. To find out more about the author, please visit: www.dmill.com Contact the author: bsawyer@dmill.com
Wayne Holly

8 Ways Technology Is Improving Education - 75 views

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    Technology is helping teachers to expand beyond linear, text-based learning and to engage students who learn best in other ways. Its role in schools has evolved from a contained "computer class" into a versatile learning tool that could change how we demonstrate concepts, assign projects and assess progress.
psmiley

An Introduction to Project-Based Learning | Edutopia - 1 views

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    PBL intro video
psmiley

JustinCrawford.co | Project Based Learning Ideas - 68 views

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    PBL ideas
Elizabeth Resnick

UnBoxed: online - 56 views

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    Aboriginal Art project-based learning
anonymous

Project-Based Learning: Success Start to Finish | Edutopia - 10 views

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    Project Based Learning - best practices
JB Reynolds

Math and PBL resources - 74 views

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