A place to ask questions and get help. A community dedicated to helping you
enjoy your work. A cafe without walls or coffee: just friends.
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English Companion Ning - 5 views
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A place to ask questions and get help. A community dedicated to helping you enjoy your work. A cafe without walls or coffee: just friends.
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A thriving community of teachers and others involved in teaching English Language Arts. Has abundant support, resources, a several thousand members who offer encouragement, job news, curriculum, and community. A great place to be.
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Social network for English teachers: "Where English teachers meet to help each other." Created and maintained by Jim Burke. See also www.englishcompanion.com, his other website for his own work.
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A place to ask questions and get help. A community dedicated to helping you enjoy your work. A cafe without walls or coffee: just friends.
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#betterbroadbandinINSOMNIAthanyourchildsschool - 25 views
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Sherry Turkle: Connected, but alone? | Video on TED.com - 49 views
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Carpenters Middle poetry students share at coffeehouse - 10 views
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Thank you for sharing this article. We held a "coffee house" poetry presentation last year at our middle school and it was wonderful. We plan to do it again and I am always looking for ideas. We held ours during the school day and had tables with table clothes and battery operated candles. We incorporated some beatnik themes - some of us wore berets and we had the students snap instead of clap. It was great fun.
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Thank you for sharing this article. We held a "coffee house" poetry presentation last year at our middle school and it was wonderful. We plan to do it again and I am always looking for ideas. We held ours during the school day and had tables with table clothes and battery operated candles. We incorporated some beatnik themes - some of us wore berets and we had the students snap instead of clap. It was great fun.
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Actually Giving a Damn: The ONLY Thing That Matters? by @RichardJARogers - 7 views
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"The events in this article are based on actual occurrences. The names and, in some instances, the genders of individuals have been changed to protect the individuals' privacy. The aroma of coffee did little to awake the senses. For a sleepy NQT who was in his first week back at school after the Easter vacation, the old routines were a sharp shock to the system."
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Artsonia Kids Art Museum - The Largest Student Art Gallery on the Web! - 52 views
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A place with teachers can display student artwork for the world to see. Becomes there own online gallery. Secure by parents approving comments. Can order copies of your child's artwork via gift shop and your school will received 15% back. Goal is for students to be able to come back here someday to see their own artwork.
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A great website for students and teachers to showcase artwork and create online portfolios, and it's free!
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With Artsonia, teachers can build a gallery of their students' art projects. The website lets family and friends log on to see the children's art. Friends and relatives can comment on students' work, which is posted with their first name and an ID number. They can also sign up to get alerts when their students' new masterpieces are uploaded. Anyone can purchase coffee mugs, key chains, and other items featuring the artwork. Items are often given as a holiday, Mother's Day, or Father's Day gift. Schools earn 15 percent when parents purchase custom keepsakes with their child's artwork.
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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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The Average American in Retirement Has a Nest Egg That's This Big -- The Motley Fool - 30 views
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Coffitivity - 57 views
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Think Before You Click - Is that free coffee or a scam? - 2 views
www.freetech4teachers.com/...re-you-click-is-that-free.html
information literacy media literacy technology web 2.0 scams
shared by Scott Cameron on 07 Feb 12
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Annie Murphy Paul: Your Morning Routine Is Making You Dull | TIME Ideas | TIME.com - 65 views
ideas.time.com/...outines-are-creativity-killers
annie murphy paul morning routine making time ideas com
shared by Tonya Thomas on 02 Feb 12
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So what would our mornings look like if we re-engineered them in the interest of maximizing our creative problem-solving capacities? We’d set the alarm a few minutes early and lie awake in bed, following our thoughts where they lead (with a pen and paper nearby to jot down any evanescent inspirations.) We’d stand a little longer under the warm water of the shower, dismissing task-oriented thoughts (“What will I say at that 9 a.m. meeting?”) in favor of a few more minutes of mental dilation. We’d take some deep breaths during our commute, instead of succumbing to road rage. And once in the office — after we get that cup of coffee — we’d direct our computer browser not to the news of the day but to the funniest videos the web has to offer.
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Always Write: Cobett's "7 Elements of a Differentiated Writing Lesson" Resources - 10 views
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One of the goals I ask teachers to set after my training is to find new ways to push students to analyze and evaluate as they learn to write.
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As part of my teacher workshop on the writing process, we investigate multiple uses of student samples. One of my favorite techniques involves having student compare and contrast finished pieces of writing. During both pre-writing and and revision, this push for deeper student thinking both educates and inspires your students.
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The handout has student writers analyze two fifth graders' published writing with a compare and contrast Venn diagram.
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Revision is hard, and most teachers recognize it as an area of deficiency; the truth is, a lot of really great writing teachers I know still freely admit that revision is where they struggle the most.
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When students like what they've written in rough draft form, they're ready to move to revision. My other six elements aim at helping students increase their pre-writing time so they both like and see more potential in their rough drafts
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Professional development research clearly cites the study team model as the most effective way to have learners not only understand new ideas but also implement them enough times so they become regular tools in a teacher's classroom.
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Below, find three examples created by study teams during past workshops. I use them as models/exemplars when I set the study teams off to work.
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I also use variations of these Post-its during my Critical Thinking Using the Writing Traits Workshop.
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By far, the best success I've ever had while teaching revision was the one I experienced with the revision Post-its I created for my students
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During my teacher workshop on the writing process, we practice with tools like the Revision Sprint (at right), which I designed to push students to use analysis and evaluation skills as they looked at their own drafts
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I used to throw my kids into writing response groups way too fast. They weren't ready to provide critical thought for one another
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The most important trick learned was this: be a writer too. During my first five years of teaching, I had assigned a lot of writing but never once had I written something I intended to show my students.
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I have the following interactive plot element generator (which can be replicated with three coffee cans and index cards) to help my students feel in control of their options:
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If you want to hear my take on graphic organizers in detail, you're going to have to hire me to come to present to you. If you can't do that, then I'll throw you a challenge that was thrown once at me, and completing the challenge helped me become a smarter designer of graphic organizers. The challenge came in two parts: 1) learn how to use tables and text boxes in Microsoft Word; 2) for practice, design a graphic organizer that would help students be successfully with the following trait-based skills:
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"It was the best of times, it was the worst of times, etc," which is an interesting structure that students can borrow from to write about other topics, be they fiction or non-fiction.
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Asking students to create daily journals from the perspective of other animals or even inanimate objects is a great way to borrow this book's idea.
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it challenges students to analyze the author's word choice & voice skills: specifically his use of verbs, subtle alliteration, and dialogue.
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Mentor Text Resource Page here at my website, because this topic has become such a big piece of learning to me. It deserved its own webpage.
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Here are seven skills I can easily list for the organization trait. Organization is: 1) using a strong lead or hook, 2) using a variety of transition words correctly, 3) paragraphing correctly, 4) pacing the writing, 5) sequencing events/ideas logically, 6) concluding the writing in a satisfying way, 7) titling the writing interestingly and so that the title stands for the whole idea. Over the years, I have developed or found and adapted mini-lessons that have students practice these skills during my "Organization Month."
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The problem with focusing students on a product--instead of the writing process--is that the majority of the instructional time is spent teaching students to adhere to a formula.
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the goal of writing instruction absolutely should be the helping students practice the three Bloom's levels above apply: analyze, evaluate, and create.
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Improving one's ability to teach writing to all students is a long-term professional development goal; sticking with it requires diligence, and it requires having a more specific goal than "I want to improve writing
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Robert Marzano's research convinced me years ago of the importance of having learners set personal goals as they learn to take responsibility for their own learning.
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OUseful.Info, the blog… - 0 views
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As yet more tales of woe appear around failing business models (it’s not just the newspapers that are struggling: it appears Youtube is onto a loser too…), I thought I’d take a coffee break out of course writing to jot down a cynical thought or two about lifelong learning… …because along with the widening participation agenda and blah, blah, blah, blah, lifelong learning is one of those things that we hear about every so often as being key to something or other. Now I’d probably consider myself to be a lifelong learner: it’s been a good few years since I took a formal course, and yet every day I try to learn how to do something I didn’t know how to do when I got up that morning; and I try to be open to new academic ideas too (sometimes…;-) But who, I wonder, is supposed to be delivering this lifelong learning stuff, whatever it is? Because there’s money to be made, surely? If lifelong learning is something that people are going to buy into, then who owns, or is trying to grab that business? Just imagine it: having acquired a punter, you may have them for thirty, forty, fifty years?
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Big food corporations work with corrupt government agencies to eliminate "small time" c... - 25 views
www.zmescience.com/...corporations-monopoly-28022013
food corporations government agencies competition industry capitalism monopolism corpocracy
shared by Jac Londe on 01 Mar 13
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Big food corporations work with corrupt government agencies to eliminate “small time” competition and take over the industry Published on Thu, Feb 28, 2013 by Mihai Andre
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Three companies now account for more than 40 per cent of global coffee sales, eight companies control most of the supply of cocoa and chocolate, seven control 85 per cent of tea production, five account for 75 per cent of the world banana trade, and the largest six sugar traders account for about two-thirds of world trade, according to the new publication from the Fairtrade Foundation.