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Sharin Tebo

A veteran teacher turned coach shadows 2 students for 2 days - a sobering lesson learne... - 56 views

  • But students move almost never. And never is exhausting.
    • Sharin Tebo
       
      This was no different in my experience. There was not one class where I was asked to move to work with someone else. However, there was opportunity for engagement with others, where the teacher let the students do the talking and the working. 
  • sitting passively.
    • Sharin Tebo
       
      Passive engagement is how I would describe most students to 'sat and got' while the teacher spoke. However, this was not the case in 100% of classes I shadowed/participated in.
  • build in a hands-on, move-around activity into every single class day. Yes, we would sacrifice some content to do this – that’s fine.
    • Sharin Tebo
       
      We typically do this in a language learning class, so it was tiresome for me to not have the opportunity to move around and engage with others. 
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  • High School students are sitting passively and listening during approximately 90% of their classes.
  • It was not just the sitting that was draining but that so much of the day was spent absorbing information but not often grappling with it.
    • Sharin Tebo
       
      This was not true for all my classes today when I shadowed. The teacher in one class served as a model to annotate an article while we did the same. We were left to our own devices to write the main idea in 2-3 sentences, too. We also had to sum up our learning by analyzing topics in some pretty tough questions in Physics, and the final question was to put it all together and list a real-world example. I thought this was clever.
    • deniseahlquist
       
      Early in my career, I also was asked to shadow students (when we were choosing schools for a funded project) and it was definitely one of the most eye-opening experiences I've had. I could not believe how resentful and angry I felt at the end of the day and I think of myself as someone who just loves to learn, but I did so little of it in most of the classes. After the experience, I was no longer surprised that students struggle to stay focused, and I redoubled my efforts to help support teaching and learning experiences that actively engage learners in building understanding. Highly recommend this experience for any teacher, coach or administrator.
  • If I could go back and change my classes now, I would immediately: Offer brief, blitzkrieg-like mini-lessons with engaging, assessment-for-learning-type activities
  • set an egg timer every time I get up to talk and all eyes are on me. When the timer goes off, I am done.
  • Ask every class to start with students’ Essential Questions or just general questions born of confusion from the previous night’s reading or the previous class’s discussion.
    • Sharin Tebo
       
      This was listed on the board in one class, but it was not discussed. 
  • Teachers work hard
    • Sharin Tebo
       
      Yes, they do work hard, but is it productive and best for student learning to be doing everything while students are passive? Why not make the kids do the heavy lifting so it is best for them?
Gerald Carey

Science Experiments - 128 views

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    A huge range of very simple science experiments.
Mary Lou Buell

JVC's Science Fair Projects - 80 views

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    My kids love to do the science fair, but every year they are stumped as to what projects to pursue. This site has terrific ideas, presented in kid-friendly language/design...so when science fair season rolls around I'll be showing them this site.
Debra Gottsleben

TimeGlider: Web-based Timeline Software - 142 views

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    "web-based timeline softwarefor creating and sharing history and project planning." TimeGlider is a free web-based timeline application. Used by thousands of teachers and students it represents an entirely new, yet completely intuitive, way of visualizing information. An axis of time runs across the screen, around which you create or import events. A collection of events becomes a timeline. Students can work individually or in groups, either way they find TimeGlider a compelling and easy to grasp experience.
xiangren

OLT project - 21 views

  • . This project steps ahead in both substantive and methodological ways. Through literature/context reviews and fieldwork it builds new conceptualisations of Australia's undergraduate students which go beyond stereotypes, generalities and dated assumptions. Through a scan of institutional practices it identifies new and under-utilised empirical options for understanding and enhancing the 21st century student experience. It brings these developments together into a model and enhancement framework. Further engagement activities are deployed to seed sustainable institutional adoption.
deb loftsgard

Gold Standard PBL: Essential Project Design Elements | Blog | Project Based Learning | BIE - 76 views

  • Sustained
    • deb loftsgard
       
      Level 3  research using I can statements as the funnel toward the driving question
  • students ask questions,
    • deb loftsgard
       
      Creation of Need to Know questions - level 2 knowledge
  • Authenticity
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  • solve problems like those faced by people in the world outside of school (
  • eal-world processes, tasks and tools, and performance standards,
  • address a need in their school or community
  • own concerns, interests, cultures,
  • Student Voice & Choice
  • Students can have input and (some) control over many aspects of a project, from the questions they generate, to the resources they will use to find answers to their questions, to the tasks and roles they will take on as team members, to the products they will create
  • Reflection
  • We do not learn from experience. We learn from reflecting on experience.
  • Critique & Revision
  • ddition to peers and teachers, outside adults and experts can also contribute to the critique process, bringing an authentic, real-world point of view.
  • product” can be a tangible thing, or it can be a presentation of a solution to a problem or answer to a driving question.
  • resent or display their work to an audience beyond the classroom, the performance bar raises, since no one wants to look bad in public
  • aking student work public is an effective way to communicate with parents, community members, and the wider world about what PBL is and what it does for students.
  • people need to be able to think critically and solve problems,
Nathan Dybvig

Science Projects Experiments, Educational Toys & Science Toys | Steve Spangler Science - 74 views

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    An amazing collection of step by step science experiments
Greta Oppe

A Vision for 21st Century Learning - 112 views

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    TED@Palm Springs presentation on game-based learning; creation of "immersive learning environments." Meyers, A. (2009). A Vision for 21st Century Learning [Video]. Retrieved from http://www.youtube.com/watch?v=Mirxkzkxuf4
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    I disliked this video. Is my classroom extraordinary? The rest of the classrooms in the U.S. have unmoving, silent children stuck in desks all day? The students don't talk to each other? They don't collaborate to solve problems? They don't read? They don't write in order to analyze and express opinions? They don't use math manipulatives, do science experiments, build, draw, and do projects? They don't laugh together, digress, and then get back on track? Because that's what we do. It doesn't strike me as a response to the Industrial Revolution as much as a response to students' curiosity and to their future needs. "If we get it right, kids won't even know they're learning something." So, we're doing it wrong if the kids are actually aware that they're learning? Better they should be metaphorically anesthetized by the computer experience? We don't want them inoculated against feeling the discomfort of struggle. Every respected neuroscientist on the planet says struggle is necessary to wire neurons together, which is the physical manifestation of learning. The simulation of the village looks very cool. I love computers. But if all their learning about ancient Rome is based on this simulation, where are the primary sources? Will students encounter any? Or is their experience of the village based on someone else's interpretation of primary sources? If so, then someone else gets to decide what is important to include in the Roman village. They get to choose and interpret the facts that are used to create the virtual ancient Roman experience. That goes against best practice teaching of the social sciences.
Jennifer Diaz

ZOOM . activities . sci | PBS Kids - 50 views

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    Cool ideas for a Science Project day.
Randolph Hollingsworth

Phase 1 Findings from eReader Project, ePublishing Working Group, Fall 2010, Notre Dame... - 19 views

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    Use of iPads in MGT30700 (Project Management), Fall 2010 from Aug 23-Oct 8 Report Prepared by Corey M. Angst, Ph.D. & Emily Malinowski (MBA 2011) Mendoza College of Business, University of Notre Dame December 21, 2010 First, our findings suggest the greatest value of the iPad may not be its ability to function as an eBook reader but instead its capacity to function as a consolidator or aggregator of information. Second, a statistically significant proportion of students felt the iPad, 1) makes class more interesting, 2) encourages exploration of additional topics, 3) provides functions/tools not possible with a textbook, and 4) helps students more effectively manage their time. See wiki https://wiki.nd.edu/display/oitepublishing/iPad+Configuration+for+Pilot. It also includes an Enterprise Deployment Guide
Jeff Ferrell

Project ROME for Education | Features - 49 views

  • Project ROME for Education lets students and educators express, collaborate and communicate ideas using graphics, photos, text, video, audio and animation in a simple, unified content creation and publishing environment to enhance the learning experience.
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.
Andrew McCluskey

Welcome to The Race Card Project! - The Race Card Project - 46 views

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    What you see here are candid submissions from people who have engaged in a little exercise. Here's how it works. Think about the word Race. How would you distill your thoughts, experiences or observations about race into one sentence that only has six words?
anonymous

Week 2: The Quality of Massive Open Online Courses by Stephen Downes | MOOC Quality Pro... - 38 views

    • anonymous
       
      This is a big point
  • People perceive what they are looking for, and often only what they are looking for, and our well-intentioned attempts to guide their cognition could just as easily lead to participants missing the information most important to them.
  • Similarly, we did not attempt to define how participants should interact with each other, but instead focused on supporting an environment that would be responsive to whatever means they chose for themselves.
  • ...8 more annotations...
  • they would instead reflect the perspective or world view of some organizer telling them what their objectives should be, what they should learn, what counts as success.
  • Participants, for example, could experience the course as a series of lectures, and some did, but many skipped the experience. Others treated the course as project-based, creating artifacts and tangible products. Others viewed the course as conversation and community, focused on interaction with other participants.
  • We were, for example, criticized for offering lectures, because it did not follow good constructivist pedagogy; our response was that connectivism is not constructivism,
  • and that it was up to those who preferred to learn through constructivist methods to do so, but not appropriate that they would require that all other participants learn in the same way.
    • anonymous
       
      How true this is!
  • Openness also applies to the content of the course, and here the idea is that we want to encourage participants not only to share content they received from the course with each other (and outside the course), but also to bring into the course content they obtained from elsewhere.
  • Learning requires perception, not only of the thing, but also of its opposite.
  • In a connectivist course, for example, lurkers are seen as playing as equally important and valuable role as active participants
Randy Yerrick

Fun Science Lesson Plans - Activities for Kids, Ideas for Teachers, Free Online Resources - 35 views

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    Lesson plans, projects, quizzes, experiments, and games for different science subjects.
Carole Redline

Project SKIP: Screening Kids for Intervention and Prevention - 16 views

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     The author is my grandson ,Shane's, advocate. Without her he would be up the creek without a paddle.  Will My Child Grow Out of It written by Dr. Bonny Forrest is an important book for parents, educators and practitioners. The succinct, accurate description of learning differences and mental health issues is based on extensive research as well as personal case study experience. The topics discussed and suggestions given are realistic yet always positive. The expanded appendix provides resources for action, effective therapies for consideration and medications commonly in use. Most importantly there is a direct link to ProjectSkip, http://www.projectskip.com/. A special code is given for use of this tool, a first step in the decision of whether to seek professional help. While this book is an excellent resource for parents, it could also be an important textbook for educators as well as those studying in the field of psychology
pjt111 taylor

Taking Yourself Seriously: Processes of Research and Engagement has been publ... - 3 views

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    This is a "field-book of tools and processes to help readers in all fields develop as researchers, writers, and agents of change." For more details and how to purchase: http://bit.ly/TYS2012. (Printing and distribution in Australia and Europe begins end of March.) Comments on the influence of this book's approach "I was able to get engaged in a project that I was able to actually use in work, which was extremely satisfying. The whole process encouraged me, and I felt very empowered as a change agent, which could be an exhilarating feeling." a healthcare professional and story-teller "I really had not been used to thinking about my own thinking, so learning to do that also helped me to slow down and start to look away from the career path that I had been taking for granted." a biologist-turned-web designer "I found that the experience helped me to accept feedback from other professionals. I am more comfortable with listening to why my own ideas might not work or need further evaluation. This even happens to the point where I find reasons now to seek out this kind of feedback." a teacher "I had viewed research as a process of collecting information into a sort of database and reviewing it effectively. I have now revised my notions to include a more broad understanding of interconnectedness between people and ideas. An important part of research is to keep relationships going." an adult educator "One of the most useful ideas was the use of dialogue, which helps to slow down the procedures used by the company. There's a tension between management's need to make quick decisions and desire to have real dialogue around proposed changes-changes to the internal company operational procedures as well as to evaluating the quality of what the company is doing with its publications." a teacher, currently working in publishing "I was asked to pay attention to what I actually could do instead of what I could not. This enabled me to (1) step back and let go of a huge technic
Robert Alford

Home - public - Global Challenge Award - 5 views

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    Global Challenge Award's mission is "to provide high school students worldwide, the tools and confidence to solve global problems together" We do this by providing students with "authentic project-based learning experience" working in small global teams to solve climate change issues.
M Holthouse

eGFI - For Teachers » Lesson: Concrete for Kids - 36 views

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    hands-on project for experimenting with concrete
Kelly Boushell

Discovering the Art of Mathematics (DAoM) - 81 views

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    "we experience mathematics as a creative, intriguing exploration often shared with others, building up from concrete situations at-hand to a level of abstraction that makes sense for us at that time. This project focuses on creating learning environments where each learner works actively at their edge of understanding to make sense of what's just beyond this edge. Our vision is to allow the students the recognition and conviction that this power has always been with them, and will accompany them throughout their lives, wherever they go, both within and outside of mathematics."
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