The relentless gaze on high-stakes tests and the culture spawned by No Child
Left Behind is blinding us to the educational demands of the 21st century.
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How do make a PBL teacher « - 4 views
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Interesting post from a prolific Ed blogger who has always written about Ed and the "bleeding edge" worth following and very readable. This post posits that if we are to introduce a non Americanised version of PBL then we should expect systematic change over a long period of time so that it becomes ingrained in the learning culture of the school. I particularly like this position because it takes into account the longevity of the teachers capacity not only to with stand the change but also to be part of the new paradigm.
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Planning for a new year in ICT - Can growth and change happen? - 8 views
ASCD Express 9.10 - Engaging Curriculum: A Foundation for Positive School Culture - 15 views
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Journal of Media Literacy Education - 47 views
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The Journal of Media Literacy Education is an online interdisciplinary journal that supports the development of research, scholarship and the pedagogy of media literacy education. The journal provides a forum for established and emerging scholars, media professionals and educational practitioners in and out of schools. As an extended conceptualization of literacy, media literacy education helps individuals of all ages develop habits of inquiry and skills of expression needed to become critical thinkers, effective communicators and active citizens in a world where mass media, popular culture and digital technologies play an important role for individuals and society. The Journal of Media Literacy Education is sponsored by the National Association for Media Literacy Education (NAMLE). Visit NAMLE at www.namle.net
ASCD Express 9.10 - Engaging Curriculum: A Foundation for Positive School Culture - 18 views
www.ascd.org/...910-hunter.aspx
ascd express curriculum foundation positive school culture engagement
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shared by Joshua Williams on 29 Apr 09
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What We Learn From School Tests - Room for Debate Blog - NYTimes.com - 1 views
roomfordebate.blogs.nytimes.com/...hat-we-learn-from-school-tests
achievement gap reform testing learning
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But first we need a national conversation on what the 21st century will require of our ever more diverse student population. There’s no doubt that an education that promotes life-long cognitive, behavioral and relational engagement with a complex and interconnected world is key. This means we’ll need intellectually curious and cognitively flexible workers comfortable with ambiguity, able to synthesize knowledge within and across disciplines and work collaboratively in diverse groups.
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Moving forward, we need to go beyond the mastery of facts and rules. Instead, we should nurture interpersonal sensibilities in children and teenagers so that they learn to work in groups, within and across disciplines and cultures. In short, we need to educate, not test.
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shared by trisha_poole on 04 Nov 11
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Social Media and the Professional Learning Community - Networks, Collaboration & Commun... - 2 views
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social media social networking phd teacherdevelopment teachers ProfessionalDevelopment pln ple collaboration community
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The research has been clear and consistent for over 30 years-collaborative cultures in which teachers focus on improving their teaching practice, learn from each other, and are well led and supported by school principals result in better learning for students. Fullan, M. (n.d.). Learning is the Work. Retrieved from http://www.michaelfullan.ca/
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8 Characteristics of the "Innovator's Mindset" | The Principal of Change - 45 views
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Stemming the Flow of Teachers Leaving the Profession - 11 views
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"Much attention has been given to the reasons why so many teachers leave the profession. Workload, lack of independence, and bullying from senior 'leaders' and other issues are cited as reasons why lots of teachers will not see their 5th year in the classroom. While some of these are difficult to mitigate for individuals, there are practical things that schools and teachers can do to help teachers with all of these pressures and create a supportive culture to stem the flow of good teachers leaving the profession."
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Encouraging innovation…by @MaximJKelly - 7 views
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"If there is one thing I have come to realise in headship it is that you can't do it all by yourself. Surrounding yourself with the very best people is a start - but getting the very best from the very best requires an atmosphere and culture of trust to develop. As the new calendar year dawned and the Spring Term commenced I gathered the staff together from both of my schools to introduce my Innovation Recognition Scheme which I intended to roll out across the federation."
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My Digital Portfolio Project Planning. - 53 views
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Over the last year, I've been working on a committee in my school district to think about the role that digital portfolios can play in helping students to document their learning. I LOVE that our district is committed to the idea of portfolios simply because they promote more reflective learners and help our schools to move from a culture of grading to a culture of feedback.
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A Question of Scale: Meeting a Global Need - The Learner's Way - 9 views
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I recently spent ten days in Cambodia accompanying students on a service trip where they developed their cultural understanding and spent time improving the environment of a local school. While laying pavers and digging a ditch I had a chance to reflect on the difficulties facing education in a country like this. I came away with questions, wondering and few answers.
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Telling a new story of learning and school - The Learner's Way - 4 views
thelearnersway.net/...w-story-of-learning-and-school
education learning thinking storytelling change
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One of the key ways by which we make sense of our world is by analysing the stories that we and others use to describe it. These stories are a construct of our experiences, our beliefs, our cultural perspectives and the interactions between these things. Even when the context in which the story is set is the same, the details and nature of the story that particular individuals or collective share can differ vastly. Only by listening to each story with empathy and genuine desire to understand each individual's telling of this story do we develop true insights. Making sense of the stories of education should be a key process for all educators.
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Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views
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"bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
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According to Putnam, time spent with relatively passive and disengaging media has come at the expense of time spent on vital community-building activities.
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A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
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It would be more plausible and empirically rigorous, then, to consider how specific forms of Internet activity impact civic and social engagement as a result of their particular underlying social architectures
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combining conclusions from two different lines of MMO research conducted from two different perspectives—one from a media effects approach, the other from a sociocultural perspective on cognition and learning.
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By providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new "third place" for informal sociability much like the pubs, coffee shops, and other hangouts of old.
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They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
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from two research projects: one an examination of the media effects of MMOs, the other an ethnographic study of cognition and culture in such contexts.
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the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
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as a way to tease out what happens in the virtual setting of the game and how the people involved consider their own activities, the activities of others, and the contexts in which those activities takes place
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a reasonable level of generalizability (random assignment to condition in the first study) and contextualization (ethnographic description of existing in-game social networks and practices in the second)
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brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
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virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
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the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
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Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency "farmer" for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in
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Yee's (2006) interviews also reveal that individuals who game with romantic partners or family find that such joint engagement in the "other world" of MMOs allows them to redefine the nature and boundaries of their offline relationships, often in more equitable terms than what may be possible in day-to-day offline life
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the relationships that play-partners have with one another offline are often "leveled" within the online world
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appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
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"In all such systems, linguistic interactions have been primary: users exchange messages that cement the social bonds between them, messages that reflect shared history and understandings (or misunderstandings) about the always evolving local norms for these interactions" (p. 22).
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such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
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accessible directly from one's home, making them even more accommodating to individual schedules and preferences
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"What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
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"It is the regulars who give the place its character and who assure that on any given visit some of the gang will be there"
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As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
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Oldenburg argues that third places are characteristically homely, their d�cor defying tidiness and pretension whenever possible. MMOs do not fit this criterion in any literal sense
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In neither of our investigations did the degree of formality exhibited by players within the game bear any relation to the degree of visual ornamentation of the players' immediate vicinity.
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Thus, while the visual form of MMO environments does not fit Oldenburg's (1999) criterion of "low profile," the social function of those environments does.
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Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
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The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
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Participation becomes a regular part of daily life for players and, among regular gamemates such as guild members, exceptional absences (i.e., prolonged or unforeseen ones) are queried within the game or outside i
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create an atmosphere of mutual caring that, while avoiding entangling obligations per se, creates a sense of rootedness to the extent that regularities exist, irregularities are duly noted, and, when concerning the welfare of any one regular, checked into
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Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
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Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
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This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
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On the one hand, bridging social capital provides little in the way of emotional support; on the other hand, such relationships can broaden social horizons or worldviews, providing access to information and new resources.
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shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
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Virtual worlds appear to function best as bridging mechanisms rather than as bonding ones, although they do not entirely preclude social ties of the latter type.
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One could argue that, if the benchmark for bonding social capital is the ability to acquire emotional, practical, or substantive support, then MMOs are not well set up for the task:
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While deep affective relationships among players are possible, they are less likely to generate the same range of bonding benefits as real-world relationships because of players' geographic dispersion and the nature of third places themselves.
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Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
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It is worth noting, however, that as gamers become more involved in long-term social networks such as guilds and their activities become more "hardcore" (e.g., marked by participation in large-scale collaborative problem-solving endeavors such as "raids" into difficult territories or castle sieges), the function of MMOs as "third places" begins to wane.
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It may be, then, that the structure and function of MMOs as third places is one part of the "life cycle" for some gamers in a given title.
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In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
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However, our research findings indicate that this conclusion is uninformed. To argue that MMO game play is isolated and passive media consumption in place of informal social engagement is to ignore the nature of what participants actually do behind the computer screen
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Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media (McLuhan, 1964).
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Such a view, however, ignores important nuances of what "community" means by pronouncing a given social group/place as either wholly "good" or "bad" without first specifying which functions the online community ought to fulfill.
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Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
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In light of Putnam's evidence of the decline of crucial civic and social institutions, it may well be that the classification "lacking bridging social capital" best characterizes the everyday American citizen. T
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Without bridging relationships, individuals remain sheltered from alternative viewpoints and cultures and largely ignorant of opportunities and information beyond their own closely bound social network.
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it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.
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Contemplating the consequences of Constructivism - The Learner's Way - 21 views
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learning is a process which occurs within the mind of the individual as they process stimuli arriving from their sensory buffer from their environment (broadly speaking), into working memory and onward into long-term memory.
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self-guided learning or self-initiated learning
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what is significant
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independent practice
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the research on what produces effective learning supports this
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This desire is evident when we expect our learners to be scientists, historians, geographers, researchers and problem solvers/finders.
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We teach the skills of inquiry, problem solving and experimentation and then provide opportunities for independent practice.
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we have previously instructed them in
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The gradual release of responsibility model of instruction suggests that cognitive work should shift slowly and intentionally from teacher modeling, to joint responsibility between teachers and students, to independent practice and application by the learner
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It is not always the case that learning is best served when the process begins with direct instruction.
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Schools provide a rich environment within which such learning may occur
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best model can be to begin with an independent exploration of new content even when this produces failure
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schools maximise their impact on the learning that occurs
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constructivism urges teachers to ensure that the learner is at least as involved in the process as their teachers are
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Constructivism is one of those ideas we throw around in educational circles without stopping to think about what we mean by it. They are the terms that have multiple meanings, are at once highly technical and common usage and are likely to cause debate and disagreements. Constructivism in particular carries a quantity of baggage with it. It is a term that is appropriated by supporters of educational approaches that are in stark contrast to the opposing view; constructivism vs didactic methods or direct instruction. The question is what are the origins of constructivism and does a belief in this as an approach to understanding learning necessitate an abandonment of direct instruction or is this a false dichotomy?