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Clint Heitz

Department of Psychology | JMU - 10 views

  • If the new trend in textbooks is moving them to computer screens, the switch could have negative consequences as many suggest that people skim more, process more shallowly, and may retain less information when reading online, Daniel said.
  • he readers’ goals are different: Individuals reading an e-book for enjoyment aren’t required to pass a comprehension-based test afterward. While they found that learning is possible from both formats, learning from e-textbooks takes longer and requires more effort to reach the same level of understanding, even in a controlled lab environment. At home, students report taking even more time to read e-textbooks as well as higher rates of muti-tasking (e.g., Facebook, electronic chat, texting, email, etc.) than do their peers using printed textbooks.
  • In their preliminary findings, the scanning pattern produced when the student read a textbook showed consistent reading from line to line down the page. But the scanning pattern from reading on the screen was less intense.
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  • Daniel and Jakobsen argue that the information dense textbooks characteristic of natural and social science subjects are not a good fit for current e-textbooks, but there are exceptions for subjects like chemistry and math that include doing formulas and other activities. The liability, Daniel emphasizes, comes when math and chemistry teachers hope their students will learn the explanations, not just the formulas, “Students tend to skip the text and go straight to the formulas, especially if they are graded.”
Deborah Baillesderr

Gamestar Mechanic - 46 views

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

5 Reasons Why Origami Improves Students' Skills | Edutopia - 59 views

  • origami
  • This art form engages students and sneakily enhances their skills -- including improved spatial perception and logical and sequential thinking.
  • Here are some ways that origami can be used in your classroom to improve a range of skills:
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  • Geometry
  • According to the National Center for Education Statistics in 2003, geometry was one area of weakness among American students.
  • Origami has been found to strengthen an understanding of geometric concepts, formulas, and labels, making them come alive.
  • Thinking Skills
  • Origami excites other modalities of learning. It has been shown to improve spatial visualization skills using hands-on learning.
  • Fractions
  • Folding paper can demonstrate the fractions in a tactile way.
  • Problem Solving
  • Often in assignments, there is one set answer and one way to get there. Origami provides children an opportunity to solve something that isn't prescribed and gives them a chance to make friends with failure (i.e. trial and error).
  • Origami is a fun way to explain physics concepts. A thin piece of paper is not very strong, but if you fold it like an accordion it will be.
  • Researchers have found that students who use origami in math perform better.
  • STEAM
  • While schools are still catching up to the idea of origami as a STEAM engine (the merging of these disciplines), origami is already being used to solve tough problems in technology.
  • Additionally, the National Science Foundation, one of the government's largest funding agencies, has supported a few programs that link engineers with artists to use origami in designs. The ideas range from medical forceps to foldable plastic solar panels.
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    Origami, the ancient art of paper folding, has applications in the modern-day classroom for teaching geometry, thinking skills, fractions, problem solving, and fun science.
Clint Balsar

Many US schools adding iPads, trimming textbooks - Yahoo! Finance - 4 views

  • The trend has not been limited to wealthy suburban districts. New York City, Chicago and many other urban districts also are buying large numbers of iPads.The iPads generally cost districts between $500 and $600, depending on what accessories and service plans are purchased.By comparison, Brookfield High in Connecticut estimates it spends at least that much yearly on every student's textbooks, not including graphing calculators, dictionaries and other accessories they can get on the iPads.
  • They include interactive programs to demonstrate problem-solving in math, scratchpad features for note-taking and bookmarking, the ability to immediately send quizzes and homework to teachers, and the chance to view videos or tutorials on everything from important historical events to learning foreign languages.They're especially popular in special education services, for children with autism spectrum disorders and learning disabilities, and for those who learn best when something is explained with visual images, not just through talking.Some advocates also say the interactive nature of learning on an iPad comes naturally to many of today's students, who've grown up with electronic devices as part of their everyday world.
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    I find the price comparisons interesting.
tom campbell

IPads in the classroom: The right way to use them, demonstrated by a Swiss school. - Sl... - 244 views

    • kwan tucksoon
       
      iPad as a creation tool rather than a consumption tool.
  • Ten years ago, Stanford’s Larry Cuban noted that computers in the classroom were being oversold and underused. In short order, the iPad craze could take the same turn. My lesson from ZIS is that we should make sure we have teachers who understand how to help children learn from the technology before throwing a lot of money into iPad purchasing. It wasn’t the 600 iPads that were so impressive— it was the mindset of a teaching staff devoted to giving students time for creation and reflection. Are American public schools ready to recognize that it’s the adults and students around the iPads, not just the iPads themselves, that require some real attention?
    • Steve Ransom
       
      "It wasn't the 600 iPads that were so impressive- it was the mindset of a teaching staff devoted to giving students time for creation and reflection." So correct! So, how do we develop such a mindset? Does PD ever emphasize this?
    • Michael Dreyfus
       
      When you introduce anything new in most schools, you have to sell it to teachers as making their lives easier.  An app that reteaches a math skill makes teacher's lives easier, whereas asking them to develop an authentic assessment with multimedia does not.  The challenge is, how can we use these technologies to something different and more effective, not to do the same things easier.
    • Catherine Graham-Smith
       
      The SAMR model developed by Dr Ruben Puentedura is the one that will help teachers use technology most effectively.
    • tom campbell
       
      Need to remember the SAMR model. The NEW alsways IMITATES the old: e.g. early TV a film of radio etc.
    • kwan tucksoon
       
      Mindset rules, not technology
    • Catherine Graham-Smith
       
      Following Dr Ruben Puentedura's SAMR model should help teachers use technology in the classroom more effectively.
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