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anonymous

Education World: Assistive Technology for Challenged Kids - 40 views

    • anonymous
       
      It is important to understand that there are a variety of students with different learning needs. While we can utilize different teaching strategies for students who have learning disabilities, it is important to remember that there are students with physical disabilities who need a different kind of help. This article really shows us the different types available, gives examples of different students and their experiences, and provides various resources for the parent and teacher to utilize in order to find out what assistive technology may be best for their child or student. less than a minute ago
    • anonymous
       
      It is important for us to remember that there are various resources we can go to in order to help our students. We just have to know where to go to find them.
    • anonymous
       
      This article reminds us that just getting an assistive technology is not what the student needs. We need to make sure that we have the proper training in order to help the student utilize it so he or she can get the most out of the assistive device.
Cammy Torgenrud

Educational Leadership:Closing Opportunity Gaps:The Myth of Pink and Blue Brains - 36 views

  • Few other clear-cut differences between boys' and girls' neural structures, brain activity, or neurochemistry have thus far emerged, even for something as obviously different as self-regulation.
  • Our actual ability differences are quite small. Although psychologists can measure statistically significant distinctions between large groups of men and women or boys and girls, there is much more overlap in the academic and even social-emotional abilities of the genders than there are differences (Hyde, 2005). To put it another way, the range of performance within each gender is wider than the difference between the average boy and girl.
  • epigenetic
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  • Baby boys are modestly more physically active than girls (Campbell & Eaton, 1999). Toddler girls talk one month earlier, on average, than boys (Fenson et al., 1994). Boys appear more spatially aware (Quinn & Liben, 2008).
  • Avoid stereotyping
  • Appreciate the range of intelligences
  • Strengthen spatial awareness
  • Engage boys with the word
  • Recruit boys into nonathletic extracurricular activities
  • Bring more men into the classroom
  • Treat teacher bias seriously
Clint Heitz

Do we read differently on paper than on a screen? - 9 views

  • In total, there are more than 180 researchers from 33 different countries participating in the COST-initiated research network E-READ, reading in an age of digital transformation. This network examines the effects and consequences of digital developments in terms of reading.
  • It is not a case of "one size fits all," but patterns are beginning to emerge from empirical research into the subject. The length of the text seems to be the most critical factor. If the text is long, needs to be read carefully and perhaps involves making notes, then studies show that many people, including young people such as students, still often prefer a printed book, even if it is available as both an e-book and in electronic formats with options for making notes, enabling the user to search for and highlight the text digitally. This is not the case when it comes to shorter texts.
  • When reading long, linear, continuous texts over multiple pages that require a certain amount of concentration, referred to as "Deep Reading," the reader often experiences better concentration and a greater overview when reading from a printed medium compared to a screen. When we are reading from a screen, only one section can be seen at a time and the available reading surface area is limited. If you read a printed medium such as a book, several text areas are available simultaneously and it feels easier to form an overview and make notes in the margins.
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  • However, an interesting finding in some of the empirical studies is that we tend to overestimate our own reading comprehension when we read on screen compared to on paper.
  • it has been found that we tend to read faster on screen and consequently understand less compared to when reading from paper. This is a very new research topic and there are studies that have not found any differences in this area.
  • such findings do highlight something very important, namely that we may have a different mental attitude to what we read on a screen. This has very significant implications, including in the context of education.
  • For example, reading literature has proven to have a stimulating effect on the imagination and encourage the development of empathy. Reading has an effect on our ability to concentrate and for abstract thinking. We want to discover if such processes are influenced by the reading medium.
  • There is a need for more empirical research on reading comprehension in terms of screen reading and also on the subjective reading experience.
JD Pennington

Diigo in College/University - 253 views

Some questions: Is it possible to get an RSS feed of group annotated links that are no longer live pages, but are instead highlighted static pages? This way I can get a feed of a the links that ...

education diigo

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.
  • ...80 more annotations...
  • 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.
anonymous

Silk - 81 views

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    Have students to create visual works of art online. Silk is an interactive site where students can drag their mouse around on the page to create beautiful weaving & whirling designs. Drawing lines on the screen will add color to the moving art, & by speeding up or slowing down their movements the effect will change. Students can choose between 6 different colors, & 3 different modes of symmetry. Students can share their creation with a simple link. Have students describe their unique artwork as a description & creative writing exercise. Also available as an app for the iPad.
Colleen Shabluk

Latin American Countries - 25 views

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    While geographic neighbors, the United States and Latin American countries experienced different political and economic development patterns, which has often contributed to a differing and uneven political relationship between the United States and Latin American nations
Garrett Kerr

The Differences Between Projects And Project-Based Learning | Edudemic - 178 views

    • Garrett Kerr
       
      I couldn't agree more with this side by side comparison. I think it is important that teachers understand the different especially now that technology is in full effect.
  •  
    Differences between projects and pbl
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.
Cara Whitehead

Heteronyms - 53 views

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    Heteronyms (also known as heterophones or homographs) are words that are spelled the same, but have different pronunciations and different meanings.
Martin Burrett

Marking: Why It Doesn't Work by @guruteaching - 27 views

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    It consumed every evening and at least one day of the weekend. I had no life and the cycle repeated itself every week until the summer holidays. I hated marking. Oh, and by the way, it made no difference! I was ticking and flicking, leaving comments that were far too generic and the marking often went unnoticed or unacknowledged by the students. So, I've stopped. Or at least, I've stopped doing what I was doing. Now, my marking is less frequent but makes a much greater difference to the progress of my students.
Martin Burrett

Why avoiding in-school politics isn't always the best policy - UKEdChat.com - 17 views

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    "Schools are inherently full of different characters. With a mix of personalities, students and staff can often clash with each other, using different strategies to gain the upper hand, or simply to avoid conflict and live a quiet life. Yet, there are those characters who can be sneaky, back-stabbing, manipulative or darn right confrontational. It's these people who know how to play politics to win friends, influence and possibly to gain the upper hand in climbing the next step on the career ladder."
Terri Douglas

Math, English programs, games, worksheets for grades K-8 - Dositey.com educational site - 3 views

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    Different computer games for different subjects.
maureen greenbaum

BetaKit » Is Adaptive Learning the Future of Education? - 2 views

  • adaptive learning will adjust every question based on a student’s previous answer.
  • Knewton is working on having educational content tagged so it can be placed into a “Knowledge Graph.” This system determines what concepts need to be learned before a student can move on to others, and how they all fit together.
  • The company recently parterned with Pearson to tag every textbook under their imprint work with the Knewton Knowledge Graph.
  • ...7 more annotations...
  • ata mining and take various inputs, like test question results, activity on the system, what links students clicked, etc. to make a prediction of the next best piece of content for a student to learn.
  • The technology seems to be working. After a pilot project at Arizona State University with 5,000 remedial math students, pass rates improved from 66 percent to 75 percent, with half the class finishing four weeks early
  • “The professors are much better prepared for a single class so that they can give much more individualized instruction,” Lui said. “The practical effectiveness of this means that teachers are now able to use their time more efficiently to hone in on the things that are most troublesome or useful for different groups of students. You’re not teaching to the mean or bottom quartile.”
  • Analyzing and collecting big data is really what Junyo is about, enabling everyone in the education sector to make the learning experience more personal.
  • The students also have their own dashboard to see recommended content.
  • Teachers don’t have the time to do detailed reporting of a student’s progress and even if they did, they wouldn’t be able to provide one on one tutoring for every single student at different stages of learning.
  • students are learning more outside the classroom than in the classroom, and educators are finally starting to acknowledge that.
  •  
    "The professors are much better prepared for a single class so that they can give much more individualized instruction," Lui said. "The practical effectiveness of this means that teachers are now able to use their time more efficiently to hone in on the things that are most troublesome or useful for different groups of students. You're not teaching to the mean or bottom quartile."
Javier E

'There's Something Very Exciting Going On Here' - Jordan Weissmann - The Atlantic - 20 views

  • One effort I started in June was to announce a seed grant program to support individual faculty and small teams that wanted to try different ways of teaching their course. So the internal funding helps support students or assistants or web developers or other people to help faculty recraft all or part of their course in order to see if new approaches really help.
  • here isn't an actual fixed fund. We got about 40 applicants. Maybe 20 of those things we funded. Each one was up to $25,000. I think I'd like to continue that on a quarterly basis. And really, we're new at all this. So the scale of this effort will depend on the faculty input and the outcome of how effective we find this to be.
  • We now have the ability for individual faculty or programs on campuses to produce appealing online content with relatively low effort and distribute that wide
  • ...3 more annotations...
  • we'd like to see a number of things tried so we can have a good discussion that's informed by rational experiment and collected data. Beyond these individual experiments, one class at a time, I think it would be great to have one or two departments really try to integrate an online experience into their core curriculum so we can understand how that works, so we can provide students more options
  • Many of these first round of MOOCs were produced with a webcam by an individual instructor using a tablet PC. That's on the order of a thousand dollars worth of equipment. Maybe. Certainly, it's extremely inexpensive compared with a laptop 5 years ago. So the cost of the technology is lower. There's good software for editing video -- we're in an era where producing video is similar to word processing. And everyone is used to interacting with people online in different ways than were prevalent 10 to 15 years ago. The kind of discussion you can have online is more sophisticated. People understand social conventions for how to contribute constructively to an online discussion. Those factors really contribute to the effectiveness of a MOOC or a smaller scale online course.
  • I think we'll see an evolution of a range of different ways of using technology, and probably some expansion of the set of options that a student has. Instead of going off to college, maybe some students will live in their parents' homes or elsewhere and take a first year or two online. Or they'll spend two years in college and finish two years online as they work. There will be different, in effect, educational programs coming out of this phenomenon that offer credit, certification, job placement, and other things beyond the self learning that MOOCs provide. So I think we really are going to see a transformation in the way teaching and learning are developed and delivered
Martin Burrett

Difference Triangle Puzzle - 81 views

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    A fun maths puzzle. complete the triangle by placing a block with the difference of the two numbers below. http://ictmagic.wikispaces.com/Maths
Sara Stanley

"Make THE Difference" - 80 views

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    TMB bank have launched a new brand vision "Make THE Difference" by making a film to inspire people to start thinking differently. With a hope that they will start to Make THE Difference to their own world. It doesn't have to be big, but a little can create positive changes. This film is based on a true story. In 1986 a football team that lived on a little island in the south of Thailand called "Koh Panyee". It's a floating village in the middle of the sea that has not an inch of soil. The kids here loved to watch football but had nowhere to play or practice. But they didn't let that stop them. They challenged the norm and have become a great inspiration for new generations on the island.
Thieme Hennis

Reading Comprehension: Paper or Screen? | DMLcentral - 61 views

  • What makes for effective reading, then? Before trying to answer this question, one has to acknowledge that the answer is complicated and depends on individual users' familiarity with the reading tools that they are using and the purpose for which they are reading. With that in mind, these studies suggest at least a few features. Readers should be able to clearly see the text, and the more text that can be placed within their field of vision at a time, the better. They should have a means for accessing their current place within the text, as well as the ability to quickly move through the text to find information. Finally, they should be familiar with the reading technology, so they can ignore it and simply read. 
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    I argue that the differences revealed in these studies are not between paper and screen, as Jabr suggests, or even between print and digital. Rather, these differences in reading comprehension seem to be a product of how readers interface with these print and electronic technologies and the affordances that each provides to these readers. 
Roland Gesthuizen

Coaching: Ten Essential Ideas | Powerful Learning Practice - 6 views

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    "During the past several weeks, ten essential ideas, so far, have emerged for me that ARE the difference that MAKES THE difference.  Let's take a look at them."
Adrienne Michetti

Reevaluating Intelligence - Big Think - 29 views

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    Howard Gardner talks about how different periods in history have shown biases towards different types of intelligence. So the question is, what is the bias in the information age?
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