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Tony Baldasaro

As Classrooms Go Digital, Textbooks May Become History - NYTimes.com - 1 views

  • And throughout the district, a Beyond Textbooks initiative encourages teachers to create — and share — lessons
    • Tony Baldasaro
       
      Makes me wonder of textbooks inhibit collaboration by teachers.
  • digitally nimble
  • And they think of knowledge as infinite
    • Tony Baldasaro
       
      This is a powerful quote. Thinking back to my schooling, it could probably be said that I thought of knowledge as finite, only limited to what my teacher and textbook said.
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  • With California in dire straits, the governor hopes free textbooks could save hundreds of millions of dollars a year.
    • Tony Baldasaro
       
      Too bad it took an economic crises to spur this movement.
  • “I don’t believe that charters and vouchers are the threat to schools in Orange County,” he said. “What’s a threat is the digital world — that someone’s going to put together brilliant $200 courses in French, in geometry by the best teachers in the world.”
    • Tony Baldasaro
       
      Wow! He is absolutely right on. Why take a course with based on a rigid time and place when one can learn at a place and pace that makes sense to them?
  • “We believe that the world is going digital, but the jury’s still out on how this will evolve,” said Wendy Spiegel, a Pearson spokeswoman. “We’re agnostic, so we’ll provide digital, we’ll provide print, and we’ll see what our customers want.”
    • Tony Baldasaro
       
      This is where I think textbooks companies need to lead. Customers typically only want more of the same, more of what has worked in the past, more of what has a track record. They dont' necessarily think beyond and/or have the luxury of being visionaries.
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    At Empire High School in Vail, Ariz., students use computers provided by the school to get their lessons, do their homework and hear podcasts of their teachers' science lectures. Down the road, at Cienega High School, students who own laptops can register for "digital sections" of several English, history and science classes. And throughout the district, a Beyond Textbooks initiative encourages teachers to create - and share - lessons that incorporate their own PowerPoint presentations, along with videos and research materials they find by sifting through reliable Internet sites.
Randolph Hollingsworth

MOOCs and Beyond - eLearning Papers 33 released | eLearning - 11 views

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    "Guest edited by Dr Yishay Mor, Senior Lecturer at the Open University's Institute of Educational Technology (UK), and Tapio Koskinen, Director of the eLearning Papers Editorial Board, MOOCs and Beyond seeks to both generate debate and present a variety of perspectives about this new popular learning model."
trisha_poole

QUT | Journal of Learning Design - 4 views

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    Designing active and authentic learning experiences The Journal of Learning Designis an educational journal which moves beyond a focus on technological applications in educational settings, to encourage more critical analysis of approaches to the design of learning environments and the extent to which they result in enhanced learning outcomes for learners. Traditional, didactic, delivery-focussed models of teaching in higher education are still common, whether in the lecture theatre or in the online environment. The Journal of Learning Designaims to raise awareness beyond such transmission models of education, to the design of more active, collaborative, authentic and engaging learning experiences. The Journal of Learning Designaims to provide a forum for critical debate and professional exchange about models, theoretical positioning and best practice in learning design.
Mark Gleeson

The Literacy Shed - A great new resource for Visual Text Literacy Teaching - 123 views

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    The site is organised into 24 different 'sheds", each providing a selection of quality visual texts (mainly 3D animations) accompanied by very useful teaching notes (Note to Grammar Gurus/Spelling "Nazis" -  ignore the occasional typo in the notes) outlining how you can use the clips in exploring themes, characterisation, narrative, plot, mood, use of audio, body language, inferences,deductions, predictions  - the notes cover just about everything. It's equally useful for reading comprehension and writing development. The use of the resources also go beyond just Literacy. Many of the resources are also useful for Humanities subjects as well and Smith points these links out in detail. What I especially enjoy is the number of foreign animations that expose students particularly in USA and Australia, my home, to different cultural and creative perspectives beyond Hollywood story telling.
Nigel Coutts

AAMT Why Maths? - Inspiration beyond the classroom - The Learner's Way - 3 views

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    This week I spent three days in Brisbane attending the Australian Association of Mathematics Teachers' national conference. The theme of the conference was "Why Maths?" and along with 500 other mathematicians, we looked to find inspiring answers to this provocative question beyond the classroom. Here are my key takeaways from this event. 
Nigel Coutts

Moving beyond doing inquiry towards embracing an inquiry stance. - The Learner's Way - 12 views

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    When we adopt an inquiry stance towards learning, we start to see things differently. Taking an inquiry stance towards learning involves a shift in mindset and practice for both student and teacher. It allows us to move beyond doing inquiry towards being inquisitive.
Nigel Coutts

What skills might our students most need beyond school? - The Learner's Way - 10 views

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    It is tempting to make predictions of the skills that our students will need beyond their time at school. Such wondering can be a useful guide as we contemplate what we shall focus on with our curriculum. Unsurprisingly, there is no shortage of predictions for future skillsets published by educators, economists and analysts. What might we learn from such lists, and how should education systems respond?
fergtoo

the Truth About Being a Hero - WSJ - 14 views

  • We all want to be special, to stand out; there's nothing wrong with this. The irony is that every human being is special to start with, because we're unique to start with.
  • n the military I could exercise the power of being automatically respected because of the medals on my chest, not because I had done anything right at the moment to earn that respect.
  • I knew many Marines had done brave deeds that no one saw and for which they got no medals at all.
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  • "A lot of people have done a lot more and gotten a lot less, and a lot of people have done a lot less and gotten a lot more."
  • I got my medals, in part, because I did brave acts, but also, in part, because the kids liked me and they spent time writing better eyewitness accounts than they would have written if they hadn't liked me
  • The only people who will ever know the value of the ribbons on their chests are the people wearing them—and even they can fool themselves, in both directions.
  • he whole assault ground to a halt, except for one kid named Niemi, who had sprinted forward when we came under the intense fire and disappeared up in front of us somewhere.
  • alking to a group of us about when it was a platoon leader earned his pay. I knew, floating above that mess, that now that time had come. If I didn't get up and lead, we'd get wiped.
  • I'm most proud of is that I simply stood up, in the middle of all that flying metal, and started up the hill all by myself.
  • I did it for the right reasons.
  • At this point I saw the missing kid, Niemi, pop his head up. He sprinted across the open top of the hill, all alone.
  • He was a black kid, all tangled up in black-power politics, almost always angry and sullen. A troublemaker. Yet here he was, most of his body naked with only flapping rags left of his jungle utilities, begging for a rifle when he had a perfect excuse to just bury his head in the clay and quit. I gave him mine. I still had a pistol. He grabbed the rifle, stood up to his full height, fully exposing himself to all the fire, and simply blasted an entire magazine at the two soldiers in front of us, killing both of them. He then went charging into the fight, leaving me stunned for a moment. Why? Who was he doing this for? What is this thing in young men? We were beyond ourselves, beyond politics, beyond good and evil. This was transcendence.
  • Crashing out of the clouds into this confusion came a flaming, smoking twin-rotor CH-46 helicopter.
  • I saw Niemi pop into sight again. He sprinted to the downed chopper.
  • the only thing he could think to do was sprint across the open hilltop to see if he could find a place from which he could lay down fire to protect them.
  • Niemi got a Navy Cross.
  • I got a Navy Cross.
  • elicopter pilot
  • ont-page story
  • The kid who borrowed my rifle didn't get anyt
  • hing.
  • It was just about that time I got knocked out and blinded by a hand grenade. I came to, groggy.
  • hen a kid I knew from Second Platoon, mainly because of his bad reputation, threw himself down beside me, half his clothes blown away. He was begging people for a rifle. His had been blown out of his hands.
BalancEd Tech

2aAbove And Beyond 2c 0f - YouTube - 59 views

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    Above & Beyond is a story about what is possible when communication, collaboration, critical thinking and creativity take center stage in schools and transform learning opportunities for all kids.
Jennie Snyder

Why schools must move beyond 'one-to-one computing' | eSchool News - 114 views

  • Adding a digital device to the classroom without a fundamental change in the culture of teaching and learning will not lead to significant improvement.
  • “one-to-world.”
  • The planning considerations now evolve from questions about technical capacity to a vision of limitless opportunities for learning.
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  • As soon as you shift from “one-to-one” to “one-to-world,” it changes the focus of staff development from technical training to understanding how to design assignments that are more empowering—and engage students in a learning community with 24-hour support.
  • learning how to manage the transition from a learning ecology where paper is the dominant technology for storing and retrieving information, to a world that is all digital, all the time.
  • Leaders must be given the training to: Craft a clear vision of connecting all students to the world’s learning resources. Model the actions and behaviors they wish to see in their schools. Support the design of an ongoing and embedded staff development program that focuses on pedagogy as much as technology. Move in to the role of systems analyst to ensure that digital literacy is aligned with standards. Ensure that technology is seen not as another initiative, but as integral to curriculum.
  • In a one-to-world approach, the critical question is not, “What technology should we buy?” The more important questions revolve around the design of the culture of teaching and learning.
  • t’s essential to craft a vision that giving every student a digital device must lead to achievements beyond what we can accomplish with paper.
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    Thoughtful article by ed-tech consultant, Alan November. 
Tonya Thomas

Future Work Skills 2020 - 3 views

  • Transdisciplinarity: literacy in and ability to understand concepts across multiple disciplines. More about transdisciplinarity.Virtual collaboration: ability to work productively, drive engagement, and demonstrate presence as a member of a virtual team. More about virtual collaboration.Sense-making: ability to determine the deeper meaning or significance of what is being expressed. More about sense-making.Social intelligence: ability to connect to others in a deep and direct way, to sense and stimulate reactions and desired interactions. More about social intelligence.Cross-cultural competency: ability to operate in different cultural settings. More about cross-cultural competency.Cognitive load management: ability to discriminate and filter information for importance, and to understand how to maximize cognitive functioning using a variety of tools and techniques. More about cognitive load management.Novel and adaptive thinking: proficiency at thinking and coming up with solutions and responses beyond that which is rote or rule-based. More about novel and adaptive thinking.Computational thinking: ability to translate vast amounts of data into abstract concepts and to understand data-based reasoning. More about computational thinking.New media literacy: ability to critically assess and develop content that uses new media forms, and to leverage these media for persuasive communication. More about new media literacy. More about new media literacy.Design mindset: ability to represent and develop tasks and work processes for desired outcomes. More about design mindset.
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    "Transdisciplinarity: literacy in and ability to understand concepts across multiple disciplines. More about transdisciplinarity. Virtual collaboration: ability to work productively, drive engagement, and demonstrate presence as a member of a virtual team. More about virtual collaboration. Sense-making: ability to determine the deeper meaning or significance of what is being expressed. More about sense-making. Social intelligence: ability to connect to others in a deep and direct way, to sense and stimulate reactions and desired interactions. More about social intelligence. Cross-cultural competency: ability to operate in different cultural settings. More about cross-cultural competency. Cognitive load management: ability to discriminate and filter information for importance, and to understand how to maximize cognitive functioning using a variety of tools and techniques. More about cognitive load management. Novel and adaptive thinking: proficiency at thinking and coming up with solutions and responses beyond that which is rote or rule-based. More about novel and adaptive thinking. Computational thinking: ability to translate vast amounts of data into abstract concepts and to understand data-based reasoning. More about computational thinking. New media literacy: ability to critically assess and develop content that uses new media forms, and to leverage these media for persuasive communication. More about new media literacy. More about new media literacy. Design mindset: ability to represent and develop tasks and work processes for desired outcomes. More about design mindset."
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.
Roland Gesthuizen

True believer keen on spreading the social media word - 19 views

  • ''Trying to take all of what is happening on Twitter in is like drinking from a fire hydrant,'' he says. ''So you end up thinking of it as a stream that's flowing past you; you throw your hook in and pull out an idea and if it's good then you let it go and let other people share in it.''
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    "ROLAND Gesthuizen describes himself as a social media evangelist. His passion for social media and Twitter in particular extends beyond the global power of tapping into and sharing ideas. For his students it has brought the outside world to his classroom in a way that could never be imagined."
Steven Szalaj

The Practical University - NYTimes.com - 24 views

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    Online classes at universities have strengths and limitations - this essay points to a role that higher education can fill beyond what MOOCs offer.  
Elizabeth Resnick

Get Over It! | Langwitches Blog - 38 views

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    Great article on how pedagogy has shifted and the emergence of modern skills and literacies.   Dr. Gil Perl:" It's the teacher - whether new to the profession or seasoned veteran - who recognizes that the world is changing and that teachers ought to be on the forefront of understanding that change. It's the teacher who has a burning desire to learn more and do more, while being open to reflection and redirection. It's the teacher who encourages his students to take intellectual and emotional risks and models such by extending himself beyond his own comfort zone. It's the educator who embraces the idea that her job is not to teach, but to help students learn"
Thieme Hennis

About « OERRH - 19 views

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    "The Open Educational Resources Research Hub (OER Research Hub) provides a focus for research, designed to give answers to the overall question 'What is the impact of OER on learning and teaching practices?' and identify the particular influence of openness. We do this by working in collaboration with projects across four education sectors (K12, college, higher education and informal) extending a network of research with shared methods and shared results. By the end of this research we will have evidence for what works and when, but also established methods and instruments for broader engagement in researching the impact of openness on learning. OER are not just another educational innovation. They influence policy and change practices. In previous research (OpenLearn, Bridge to Success and OLnet) we have seen changes in institutions, teacher practice and in the effectiveness of learning. We integrate research alongside action to discover and support changes in broader initiatives. Our framework provides the means to gather data and the tools to tackle barriers. The project combines: A targeted collaboration program with existing OER projects An internationalfellowship program Networking to make connections A hub for research data and OER excellence in practice The collaborations cover different sectors and issues, these include: the opening up of classroom based teaching to open content; the large-scale decision points implied by open textbooks for community colleges; the extension of technology beyond textbook through eBook and simulation; the challenge of teacher training in India; and the ways that OER can support less formal approaches to learning. By basing good practice on practical experience and research we can help tackle practical problems whilst building the evidence bank needed by all."
Jennie Snyder

Why schools must move beyond 'one-to-one computing' | eSchool News - 42 views

  • “Horrible, horrible, horrible implementation from every program I visited,” he said. “All of them were about the stuff, with a total lack of vision.” His research convinced him not to move forward with one-to-one computing.
  • “Yes. Unfortunately, too often I concur.”
  • Unless we break out of this limited vision that one-to-one computing is about the device, we are doomed to waste our resources.
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  • they are nothing more than “shiny new spaceships.”
Mark Gleeson

Is it the iPad, the apps or the user? - 16 views

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    Technology has been trying to 'revolutionize' education for a long time now. The mistake we've been making all along is placing all of the focus on the least important component of the revolution - the tech itself. It's where all the money goes and then what? Nothing left to actually ensure it's going to make the difference we want, with the the people we want to impact - the teacher and the student. It's happened all throughout education tech history in recent times. The film projector, the photocopier, the typewriter, the desktop and laptop computer, data projectors, interactive whiteboards, digital cameras were all heavily invested in ( and many still are today ) to bring engagement and improved teaching and learning to the educational world….But talk of the revolution is still going on. And now we have the tablet. The iPad has begun a new "education revolution" and now the obligatory opposition tech companies have joined the battle. The question has to be asked - are we again starting from the wrong end of the battle lines? Is the iPad (inserted alternative tablet if so desired) the real catalyst or is there so much more to this than money spending school systems can see beyond the new and shiny? It's why I ask the question: Is it the iPad, the App or the User?
Mark Gleeson

Technology - Providing Incredible Opportunities for Students whether we want it to or not - 4 views

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    If you believed the media shock jocks, every kid on the internet is either an idiot or in great peril. But I want to tell a different story starring my daughter, her best friend and a small group of friends ( including my opportunistic son!). This is a completely different story that highlights the amazing opportunities that today's available technology offers our students. It's also a story about how, if given the freedom, children will take what we 'make' them do at school and take it to a whole new level that the limited minds of us teachers don't even plan for. It explains why student led learning can be a success if we don't restrict our students from going beyond our stated objectives. It shows how true engagement doesn't need a teacher or a classroom for children to achieve great things and how technology can allow young students follow their dreams with the restrictions we had in the past.
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