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m101poe

SSD - 13 views

    • m101poe
       
      Sometimes we forget as teachers how important this is.
  • Data suggest that phonological awareness is closely associated with productive phonological ability especially in regard to pseudoword, sentence-word and word-phoneme segmentation tasks that are independent of mental age and educational experiences
    • m101poe
       
      These are truly awesome!!!! Eventhough I'm not a Language Implementor, that doesn't mean I can't use things like this to aid in my students learning.
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  • atypical production of speech sounds characterized by substitutions, omissions, additions or distortions that may interfere with intelligibility
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    Classroom interventions for Articulation
Thane Magelky

5 Innovative Classroom Management Tools for Teachers - 264 views

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    "Few teachers are drawn to the profession for its administrative duties. But the reality of attendance taking, lesson planning, grading and parental communications is that they're a big part of the job. These tasks, however, need not take over. With help from the many online services and mobile apps designed for teachers, it can be easy to efficiently organize and complete classroom management responsibilities. Here are five of our favorite virtual tools for tackling some of the most common classroom chores."
Dallas McPheeters

Are 'Learning Styles' Real? - The Atlantic - 34 views

  • Really, Willingham says, people have different abilities, not styles. Some people read better than others; some people hear worse than others. But most of the tasks we encounter are only really suited to one type of learning. You can’t visualize a perfect French accent, for example.
    • Dallas McPheeters
       
      Learning Abilities not Learning Styles
mdeschamps67

Peer Wise - 47 views

https://peerwise.cs.auckland.ac.nz/ This is a fantastic double student driven learning tool. Just register (takes about 1 day) then assign you classes, students and topics and the students proceed...

tools

started by mdeschamps67 on 20 Oct 15 no follow-up yet
kscharaldi liked it
meghankelly492

Classical Test Theory and Music Testing - Oxford Handbooks - 2 views

  • applications of classical test theory to K-12 music education assessment are considered
  • ransition from classical test theory to modern test theory is explored.
  • During this period, measurement was viewed as a mechanism by which human traits could be identified and individuals compared
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  • At the heart of CTT is the notion that error is endemic to measurement.
  • By the beginning of the 20th century, the concept of (p. 462) measurement error was well recognized, and psychometricians focused their efforts on estimating and accounting for error.
  • In CTT, an observed measure or score (X) consists of two constituent parts—the true score (T) and measurement error (E):
  • . Measurement error, however, also will account for a certain portion of score variance.
  • According to CTT, measurement error arises because mental processes are idiosyncratic and in a state of change such that individuals are incapable of performing optimally on a single test or performance task.
  • random error and systematic error.
  • (SEM) represents the average of the total random error for all individuals
  • SEM represents the spread of observed scores for a single individual if that person were tested multiple times.
  • That score, however, is an imperfect measure of the student’s true ability.
  • For example, CTT provides in-depth analysis of item characteristics,
Nigel Coutts

Girls & STEM - 32 views

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    Watching video from the Apollo space programme one can't help but notice how things have changed since those days in the early 1970s. Banks of small round rectangular screens, dot matrix printers, a myriad of switches and dials each with a specific task to perform and a design aesthetic that says functionality in mild mannered green. What is missing beside the sort of computing power we carry in our pockets today are women. In the 70s science and engineering was what men did and from a quick look at the statistics there continues to be much room for change.
oconnortammy

Education World: Are You a Techno-Constructivist? - 33 views

  • not only complements instruction but redefines it.
    • missboess
       
      This statement encompasses what I am trying to achieve in this resource design assessment. It also clearly links to the SMAR model of best ICT use in education, by implementing learning experience with technology that 'redefines' the activity. Meaning the activity is something that could not be done without the technology used.
  • help children build on their own experiences, construct their own meanings, create products, and solve problems successfully.
    • missboess
       
      Encompasses the constructivist theory I am using in the resource design and furthermore links to the method of inquiry.
  • long-term problem-solving and product-generating tasks
    • missboess
       
      In my resource design students will take part in a long term water sustainability project. A website will assist them in attaining access to multiple resources, communication with the outerworld (blogging) and creating products such as videos, visuals etc.
    • oconnortammy
       
      How are you helping your students to connect to the outside world? Are they having dialogues with others?
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  • See The Webquest Page or WebQuest.org for endless materials.)
    • missboess
       
      Webquest was used as an inspiration for my resource design, as it provides a useful platform for inquiry units to be created. There are endless examples on there. I really recommend you have a look at them. I decided to create my own website on weebly, as it provided more options and interactivity.
Marti Pike

No Grading, More Learning - 29 views

  • Each week, two students led a discussion in class on the week's readings and ideas -- and those students determined whether or not their fellow students had met the standards.
    • Marti Pike
       
      What is the antecedent of those?
  • she believes students did more work under this system
  • writing (she read every word, even while not assigning grades) was better than the norm.
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  • less jargon
  • thesaurus-itis
  • While the students are ending up with As, many of them are doing so only because they redid assignments that were judged not sufficient to the task on the first try
  • didn't complain,
  • They reworked their essays,
  • "peer pressure
  • changed the dynamic from "a single teaching-student interaction to multiple teacher-student/student-student interactions
  • equal plane."
  • I wanted to give the feedback." But reducing the feedback to a letter grade? "It's intellectually stultifying.
Roland Gesthuizen

Educational building blocks: how Minecraft is used in classrooms - 85 views

  • Levin actually views these negative behaviors as a positive aspect of the lesson, and will often stop the game to address these concerns. He sees it as a way to help shape the way his students behave in an online environment, showing them the importance of acting in a responsible and considerate manner.
  • Class begins with the students away from the game, as Levin explains the goals for the day. Then they go to work, often in pre-built worlds created by Levin which feature specific tasks to accomplish or puzzles to solve. But they always need to work together.
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    "With its open-ended nature and robust creation tools, Minecraft has been used to create some amazing things. And as one teacher learned, those very same elements that make the game so compelling also make it a great educational tool.
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    Using Minecraft to solve problems as a class and learn how to work together.
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    Some good learning angles with this multiplayer Hamelin. Have used it myself :-)
Kelly Dau

Math Teaching Resources for K-5 Classrooms - 121 views

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    This site provides a range of resources, math games, and hands-on math activities aligned with the Common Core State Standards for Mathematics. Also available are Math Journal tasks for Kindergarten, 1st, 2nd, 3rd, 4th, and 5th Grade for teachers looking to use Math Journals as a means of providing students with opportunities to organize, clarify and reflect on their thinking while developing key mathematical skills and understandings.
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    This site provides an extensive collection of free resources, math games, and hands-on math activities aligned with the Common Core State Standards.
Monica Lawrence

Speld(SA) jolly phonics books - 66 views

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    free readers / books from SPELD SA based on Jolly phonic progression
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    Free downloadable phonic readers that follow the progresson of Jolly Phonics
Adrienne Michetti

Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views

    • Adrienne Michetti
       
      This is, I think, why I'm more keen on today's social networks than I am on games -- games do not provide deep emotional support.
  • "bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
    • Adrienne Michetti
       
      Putnam - need to check this article. Interesting; not sure I agree.
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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.
  • The evidence to date is mixed
  • A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
    • Adrienne Michetti
       
      SO True
  • 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
  • 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.
  • 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.
  • loosely structured by open-ended narratives
  • They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
  • 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.
  • the conclusions of both studies were remarkably aligned.
  • the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
    • Adrienne Michetti
       
      Love this quote.
  • demonstrate the "effects" of game play vs. no game play.
  • first project was a traditional effects study
  • second project, a qualitative study of cognition and learning in MMOs (
  • ethnography
  • sociocultural perspective
  • 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
  • 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)
    • Adrienne Michetti
       
      but I wonder why he chose these games -- this is not specified. Only their success in US and abroad?
  • brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
  • the exaggerated self-consciousness of individuals.
  • In what ways might MMOs function as new third places for informal sociability?
  • virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
  • in this section we analyze the structural form of MMOs that warrants this "third place" assertion.
  • eight defining characteristics of third places
  • there is no default obligation
  • To oblige any one person to play requires that explicit agreements be entered into by parties
  • the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
  • 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
    • Adrienne Michetti
       
      and this is why, in my opinion, you will never see games in school. The game cannot be the Third Place because school is a Second Place.
  • 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
  • the relationships that play-partners have with one another offline are often "leveled" within the online world
  • an individual's rank and status in the home, workplace, or society are of no importance
  • appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
  • conversation plays an analogous role
  • "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).
  • third places must also be easy to access
  • such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
  • accessible directly from one's home, making them even more accommodating to individual schedules and preferences
  • barriers to initial access.
  • "What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
  • "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"
  • affective sense
  • As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
  • engendering a sense of reliable mentorship and community stability.
  • 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
  • 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.
  • 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.
  • Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
  • The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
  • the home-like quality of third places in rooting people
  • 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
  • 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
  • Are virtual communities really communities, or is physical proximity necessary?
  • Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
  • Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
  • operates cyclically within social networks because of their associated norms of reciprocity
  • bridging social capital is inclusive.
  • This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
  • 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.
  • bonding social capital is exclusive.
  • social superglue.
  • it can also result in insularity.
  • shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
  • 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.
  • 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:
  • 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.
  • Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
  • 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.
  • 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.
  • In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
  • 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
  • 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).
  • 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.
  • Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
  • is to what extent such environments shift the existing balance between bridging and bonding
  • 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
  • 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.
  • 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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