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Nancy White

50 Ways to Use Wikis for a More Collaborative and Interactive Classroom | Smart Teaching - 129 views

  • Track participation: Assign a wiki page to a group project, and then individual pages for each student to show their participation.
    • Nancy White
       
      I like this idea. Moves towards student ownership of learning. This is an easy formative assessment piece to put in place.
  • Solving wiki: Post difficult math problems, such as calculus, so that the class can collaboratively solve them.
  •  
    great ideas for multiple uses of wikis - with examples of each, however some of these links don't work.
Maughn Gregory

How to Fix Our Math Education - NYTimes.com - 63 views

  • the assumption that there is a single established body of mathematical skills that everyone needs to know to be prepared for 21st-century careers. This assumption is wrong. The truth is that different sets of math skills are useful for different careers, and our math education should be changed to reflect this fact.
  • Today, American high schools offer a sequence of algebra, geometry, more algebra, pre-calculus and calculus (or a “reform” version in which these topics are interwoven). This has been codified by the Common Core State Standards, recently adopted by more than 40 states. This highly abstract curriculum is simply not the best way to prepare a vast majority of high school students for life.
  • A math curriculum that focused on real-life problems would still expose students to the abstract tools of mathematics, especially the manipulation of unknown quantities. But there is a world of difference between teaching “pure” math, with no context, and teaching relevant problems that will lead students to appreciate how a mathematical formula models and clarifies real-world situations.
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  • For instance, how often do most adults encounter a situation in which they need to solve a quadratic equation? Do they need to know what constitutes a “group of transformations” or a “complex number”? Of course professional mathematicians, physicists and engineers need to know all this, but most citizens would be better served by studying how mortgages are priced, how computers are programmed and how the statistical results of a medical trial are to be understood.
  • Imagine replacing the sequence of algebra, geometry and calculus with a sequence of finance, data and basic engineering.
  • Traditionalists will object that the standard curriculum teaches valuable abstract reasoning, even if the specific skills acquired are not immediately useful in later life. A generation ago, traditionalists were also arguing that studying Latin, though it had no practical application, helped students develop unique linguistic skills. We believe that studying applied math, like learning living languages, provides both useable knowledge and abstract skills.
  • In math, what we need is “quantitative literacy,” the ability to make quantitative connections whenever life requires (as when we are confronted with conflicting medical test results but need to decide whether to undergo a further procedure) and “mathematical modeling,” the ability to move practically between everyday problems and mathematical formulations (as when we decide whether it is better to buy or lease a new car).
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.
Jamie Menshouse

What We Learned: A 1:1 iPad Reflection | Edutopia - 185 views

  • One of the best decisions our team made last summer was to pre-install Casper (5) profiles on all of our iPads. We pulled the student IDs from our ASPEN (6) student information system, logged each student into Casper and installed the four profiles needed for our plan. The profiles took Safari web browser off the iPad.
  • As we progressed through the year, we discovered that these tools took a lot of time to create something we were trying to move away from in the first place. The reason for moving away from textbooks is that they offer a myopic vision of a world that is ever-changing. Simply viewing a textbook on an iPad does not change or innovate learning, nor does it use the iPad to its full potential. If your plan is to digitize a standard textbook, save your money and renew your textbook licenses.
  • This year we are incorporating K-12 digital portfolios along with revised information and digital literacy standards. Every BPS student will have a Google Apps for Education account that they will use in conjunction with the Blogger (15) application to begin creating their Life of Learning portfolio
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    • Jeppe Egendal
       
      Digital portfolio og blogger
    • Jeppe Egendal
       
      Begrundelser for anvendelsen af iPads i undervisningen bevæger sig fra en forestilling om at erstatte tekstbøger til en forestilling om at kunne lærerne kan samarbejde med eleverne i skyen ved hjælp af værktøjer, der automatisk synkroniserer med eleverns iPads
  • The students that make it into help desk are those who not only enjoy working with technology in an educational context, but have a desire to serve, support and possibly solve problems in the school on a daily basis.
  • . Aside from simply troubleshooting, our students help their former teachers at the middle and elementary levels as well as create how-to scripts and videos for students, faculty and the Burlington community. Our students have not only helped within the BPS community, but have helped our Tech Team organize two major conferences in the past year:
    • Jeppe Egendal
       
      Eleverne hjælper som ressorucepersoner i skolen
  • You can have the most precisely calculated plan in place before you launch, but if you don't have the right support in place, your launch may stumble. I regard our IT department as one of the best I have ever worked with. I say this in all sincerity because I do "work with" this team. These guys not only manage a robust infrastructure, but they take part in the educational conversation and give our staff the best tools to create dynamic, engaging classrooms.
    • Jeppe Egendal
       
      Teknisk support er en del af løsningen og de skal deltage i den løbende pædagogisk/didaksike debet
  • However, we must work to incorporate information and digital literacy standards into the K-12 curriculum as early as possible. Students in Kindergarten should understand what it means to be nice to someone and how that will translate to writing and living on the Web. As students grow up through the educational pathways, they must be exposed to new and emerging technologies as early as possible in a safe, responsible manner. By doing so, we are preparing them for a global economy that requires these skills.
    • Jamie Menshouse
       
      Our middle school is adding character education to the arts and humanities curriculum. Teaching students at a young age to be thoughtful and responsible with technology will make it a much better experience inside the classroom.
Roland Gesthuizen

The Risks of Rewards - 54 views

  • Control, whether by threats or bribes, amounts to doing things to children rather than working with them. This ultimately frays relationships
  • The alternative to bribes and threats is to work toward creating a caring community whose members solve problems collaboratively and decide together how they want their classroom to be
  • grades in particular have been found to have a detrimental effect on creative thinking, long-term retention, interest in learning, and preference for challenging tasks
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  • good values have to be grown from the inside out. Attempts to short-circuit this process by dangling rewards in front of children are at best ineffective, and at worst counterproductive
  • Children are likely to become enthusiastic, lifelong learners as a result of being provided with an engaging curriculum; a safe, caring community in which to discover and create; and a significant degree of choice about what (and how and why) they are learning
  • Unfortunately, carrots turn out to be no more effective than sticks at helping children to become caring, responsible people or lifelong, self-directed learners
  •  
    "Many educators are acutely aware that punishment and threats are counterproductive. Making children suffer in order to alter their future behavior can often elicit temporary compliance, but this strategy is unlikely to help children become ethical, compassionate decision makers. Punishment, even if referred to euphemistically as "consequences," tends to generate anger, defiance, and a desire for revenge. Moreover, it models the use of power rather than reason and ruptures the important relationship between adult and child."
N Butler

Digitally Immersed in the Challenges of Learning : Teacher Reboot Camp - 54 views

  • At some point in that journey we will feel frustrated, but eventually we will have that “Aha” moment where we think, “Yes! I accomplished this!” We can feel proud of ourselves for employing our higher order thinking skills and other tools like technology to solve a problem that challenged us and others.
  •  
    Great inspiration to start of school year.
Virginia Meadow

Frames - Animation and Digital Storytelling Software | Tech4Learning - 6 views

  • Introducing Frames 4! Frames is educational software for stop-motion animation, claymation, and digital storytelling. Creating illustrated animations, movies and digital stories engages students in the curriculum, encourages problem-solving, promotes creativity, and helps students develop 21st-century communication skills. Students can use Frames to create movies, animated GIF files, and Flash animations to share with the world.
  • dents more than creating clay animation. With Frames as the foundation in the Clay Animation Kit, this motivating process transforms your classroom into an active learning
  • Clay Animation Nothing engages stu
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  • Communicating visually is an essential 21st-century skill. With Frames integrated drawing tools, students can illustrate their own animated diagrams, graphs, procedures, and more, helping them understand concepts that are difficult to explain using text alone. (L
  • ents more than creating clay animation! Use Frames to transform your classroom into an active learning environment and begin having your student develop exciting cross-curricular group projects that incorporate writing and technology skills. (Learn More)
  •  
    Frames is educational software for stop-motion animation, claymation, and digital storytelling. Frames helps students develop 21st-century communication skills.
Nigel Coutts

Celebrating the significance of creativity for educations future success - The Learner's Way - 4 views

  •  
    Our collective ability to learn and by doing so, adapt to changing circumstances through the acquisition of new skills and dispositions is what Edward de Bono refers to as EBNE; Essential But Not Enough. - What then might education need as it develops a response to times of rapid change?
Maureen Greenbaum

What It Takes to Move From 'Passive' to 'Active' Tech Use in K-12 Schools - Education Week - 51 views

  • U.S. Department of Education's new National Education Technology Plan, which places a premium on closing the so-called "digital-use divide." In the modern era, the plan says, schools must ensure "all students understand how to use technology as a tool to engage in creative, productive, lifelong learning rather than simply consuming passive content."
  • In other words, students should be making things and connecting with others and exploring the world, rather than staring at screens.
  • "In my class, each child decides what it is they want to work on,"
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  • values and beliefs embedded in Craft's classroom projects—student agency, real-world problem solving, hands-on building and experimentation and creation, collaboration with peers and others, working for an audience outside their own classroom, and using technology as a means rather than an end—are what the experts are looking for.
  • students should be creating something, not consuming something.
  • ow educators can make that happen, South said, is by offering students choices in how they get to show what they know.
  • what does passive technology use look like? Why is it a problem
  • "digital divide" emerging, one that is more about how education technology is used than about who has access to it.
Louisa Guest

Harvard Education Letter - 27 views

    • Louisa Guest
       
      get print friendly version for staff
  • Learning to see all behavior as a form of communication, for example, is a key principle that helps when teachers are frustrated or confused by how students are acting. Even though students’ behavior can look bizarre or disruptive, their actions are purposeful and are their attempts to solve a problem.
  • About 10 percent of the school population—or 9–13 million children—struggle with mental health problems. In a typical classroom of 20, chances are good that one or two students are dealing with serious psychosocial stressors relating to poverty, domestic violence, abuse and neglect, or a psychiatric disorder. There is also growing evidence that the number of children suffering the effects of trauma and those with autism-related social deficits is also on the rise.
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  • If teachers are supported to set up classrooms to promote success, these students (and other challenging students who have similar behaviors but may not have individualized education plans, or IEPs) can improve their performance in school and in life.
  • Making positive attention more predictable in the classroom can help break the cycle of negative attention-seeking behaviors. Putting one-on-one time on the student’s personal visual schedule (even if it’s only a couple minutes to read a student’s favorite page in a book) or setting a timer for 10 minutes and telling the student that’s when you will be back are just two strategies that can help.
  • Teachers who work with challenging students need support from administrators and others in the school. It is very stressful to have a student in class who is constantly disruptive. In order to make the necessary investment, the teacher needs substantive support from administrators to avoid frustration and burnout and to garner the energy to provide effective interventions. When administrators delegate some of the teacher’s responsibilities to other people in the building, the teacher can devote more time to finding solutions. Regularly meeting with consultants (e.g., special educators, mental health professionals, and behavior analysts) can be essential for designing how the student progresses, but it also takes up the teacher’s prep time. If possible, the administrator can arrange coverage so that the teacher can meet with consultants at times other than lunch and prep. Support staff can instruct small groups of children while the teacher works with the student with behavior challenges. And since there are usually so many people involved with a struggling student, delineating a clear coordination plan is also critical. It can be helpful, as a team, to make a list of responsibilities and indicate who is responsible for what.
  • The more intensely the student is taught the underdeveloped skills, and the more the environment is changed to encourage appropriate behavior, the more quickly the student’s behavior is likely to change.
Casey Finnerty

Wired Up: Tuned out | Scholastic.com - 0 views

  • Compared to us, I believe their brains have developed differently," says Sheehy. "If we teach them the way we were taught, we're not serving them well."
    • Tony Baldasaro
       
      Whether their brains have developed differently or not, we still need to teach our students differently than we were taught. They are living in different times with different demands and expectations. If we teach to the demands and expectations of our childhood would not meet our students needs.
  • children were much more likely to have connections between brain regions close together while older subjects were more likely to feature links between parts of the brain that are physically farther apart.
  • "media multi-tasking."
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  • Recent reports from the Pew Internet and American Life Project show that 93 percent of youth ages 12 to 17 go online. Of those kids, 55 percent use social-networking sites (like Facebook and MySpace), and 64 percent are creating their own original content (such as blogs and wikis)
    • Tony Baldasaro
       
      Is this all happening outside of the classroom?
  • Unlike watching television, using the Internet allows young people to take an active role; this move from consumption to participation affects the way they construct knowledge, develop their identity, and communicate with others.
  • "Computers give you different ways to solve problems, the opportunity to run and test simulations, and a way to offload processing. . . . We need kids to think about problems in innovative and creative ways. We need to change the emphasis of education to focus on higher-order kinds of thinking."
  • "It's a shift from how to memorize and retrieve data in one's mind to how to search for and evaluate information out in the world
  • Even if we're duplicating a real-life scenario in a virtual environment, the fact that students are engaged with technology and performing through a semblance of anonymity lends itself to a deeper level of discourse.
    • Tony Baldasaro
       
      Why do we need anonymity to get to a deeper level of discourse?
  • "If we fail to do so, our kids are going to look at what they're learning in schools and see that it is irrelevant to the future they see before them."
  • Davis says today's teachers are seeking information when they need it instead of waiting for more formal professional development workshops.
    • Casey Finnerty
       
      Sounds like a quick learner. Does this 15 minute approach really work?
  •  
    acob is your average American 11-year-old. He has a television and a Nintendo DS in his bedroom; his family also has two computers, a wireless Internet connection, and a PlayStation 3. His parents rely on e-mail, instant messaging, and Skype for daily communication, and they're avid users of Tivo and Netflix. Jacob has asked for a Wii for his upcoming birthday. His selling point? "Mom and Dad, we can use the Wii Fit and race Mario Karts together!"
Michele Brown

Stephen R. Covey: Our Children and the Crisis in Education - 61 views

  • Employers and business leaders need people who can think for themselves -- who can take initiative and be the solution to problems. They need people who can build trust and get along with others, and solve complex challenges in teams without much supervision.
  • "Partnerships between schools and parents in educating the whole child, which includes developing both the character strength and the competencies required to really succeed in the 21st Century."
  • A.B. Combs Elementary School in Raleigh, North Carolina
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  • Seven Habits of Highly Effective People -- a set of universal, timeless, self-evident principles common to every enduring, prospering society, organization, or family. I take no credit for these principles. I simply organized, sequenced and articulated them. These principles include 1) taking personal responsibility and initiative, 2) getting clear about what's important to you and setting goals, 3) putting those priorities first and being disciplined, 4) seeking mutual benefit in all interactions with others -- the golden rule, 5) seeking to understand others from their perspective first before making your point, 6) valuing differences and creating third-alternative solutions to problems that are better than "my way" or "your way," and 7) taking care of and renewing yourself in all four areas of life -- body, mind, heart and spirit.
  • The approach is inside-out, with the teachers and administrators learning, living and modeling the principles themselves first, and then, at the most basic level, integrating the principles into their teaching every day. There is no new curriculum. The principles of effectiveness are creatively woven by teachers into every subject -- reading, math, history, science, social studies, art, etc. From the moment they walk into the school each day until the final bell rings, the children soak in their adult leaders' belief that they are leaders of their own lives, have unique talents, and can make a difference.
  • We don't define leadership as becoming the CEO or the few percent who will end up in big leadership positions. We are talking about leading your own life, being a leader among your friends, being a leader in your own family. Leadership, as one school put it, is doing the right thing even when no one is looking.
  • The world has moved into one of the most profound eras of change in human history.
Maria Nuzzo

Three Elements of Great Communication, According to Aristotle - Scott Edinger - Harvard Business Review - 99 views

  • Three Elements of Great Communication, According to Aristotle by Scott Edinger  |   9:00 AM January 17, 2013 Comments (78)         In my nearly 20 years of work in organization development, I've never heard anyone say that a leader communicated too much or too well. On the contrary, the most common improvement suggestion I've seen offered up on the thousands of 360 evaluations I've reviewed over the years is that it would be better if the subject in question learned to communicate more effectively. What makes someone a good communicator? There's no mystery here, not since Aristotle identified the three critical elements — ethos, pathos, and logos. — thousands of years ago. Ethos is essentially your credibility — that is, the reason people should believe what you're saying. In writing this blog I made an effort to demonstrate my ethos in the introduction, and here I'll just add that I have a degree in communication studies (emphasis in rhetoric for those who want the details) for good measure. In some cases, ethos comes merely from your rank within an organization. More commonly, though, today's leaders build ethos most
  •  
    Three aspects of communication as outlined by Aristotle.
Wayne Holly

Should You Flip Your Classroom? | Edutopia - 207 views

  • different forms of instructional video published online for students
  • primarily by Salman Khan's TED talk
  • obtaining core content prior to coming to class
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  • classroom space was then used for critical thinking and group problem solving.
  • spend more time in the classroom focused on collaboration and higher-order thinking
  • lecture is still a poor mode of information transfer
  • Eric Mazur's talk Confessions of a Converted Lecturer
  • hype
  • Good teaching, regardless of discipline, should always limit passive transfer of knowledge in class, and promote learning environments built on the tenants of inquiry, collaboration and critical thinking
  • pedagogical skills
  • The science teacher in me is deeply committed to the process of inquiry, and arming my students with the skills needed to construct and test their own ideas. The AP teacher in me fears sending my students off to their examination in May having covered only a portion of all the content required
  • inquiry learning cycle.
  •  
    I like this concept - read more. Works against teacher as delivery system to be ignored.
  •  
    At its core, "flipped instruction" refers to moving aspects of teaching out of the classroom and into the homework space. With the advent of new technologies, specifically the ability to record digitally annotated and narrated screencasts, instructional videos have become a common medium in the flipped classroom. Although not limited to videos, a flipped classroom most often harnesses different forms of instructional video published online for students.
Kate Moreland

The Role of Technology in the Teaching and Learning of Mathematics - 81 views

  • The use of technology cannot replace conceptual understanding, computational fluency, or problem-solving skills.
  • Programs in teacher education and professional development must continually update practitioners’ knowledge of technology and its classroom applications.
  • All teachers must remain open to learning new technologies,
  •  
    From NCTC - National Council of Teachers of Mathematics. Brief statement in support of the use of technology in teaching math.
Ryan Slavin

A comparison of 2 technology integration frameworks | COETAIL Bangkok - 76 views

  • Critical thinking and problem solving are given a heavy emphasis throughout both frameworks,
    • Ryan Slavin
       
      Without this there is often no learning at all.
  • school has technology integration specialists available to teachers,
    • Ryan Slavin
       
      Often overcoming resistance from established teachers is of great importance here. 
    • Ryan Slavin
       
      The need for a eLearning Coordinator is indispensable here and staff need also to be open to working with this specialist.
  • individual class teachers
    • Ryan Slavin
       
      AS time is often the most valuable commodity in a school, it is easy for this to be left off.
    • Ryan Slavin
       
      Capacity needs to be built in teaching staff and staff need to embrace the change with continued release time for teachers authorised by administration.
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  • imetabled weekly ICT lessons
    • Ryan Slavin
       
      A timetabled "basics" class is beneficial in conjunction with an integrated approach to get all students on a base level.
  • Nurturing creativity is a recurring theme in both frameworks, as is the importance of collaborative learning,
    • Ryan Slavin
       
      essential in modern age and 21 C edu. Plus it allows students to take part in the Web's evolution.
Deborah King

Clive Thompson on Why Kids Can't Search | Magazine - 204 views

  • how savvy
  • If they’re naive at Googling, it’s because the ability to judge information is almost never taught in school.
  • intelligent search a key to everyday problem-solving
  • ...12 more annotations...
  • a golden opportunity to train kids in critical thinking.
  • “The big thing in assessing search results is authorship—who put it there and why have they put it there?”
  • “This is learning how to learn.”
  • , mastering “crap detection 101,”
  • One prerequisite is that you already know a lot about the world.
  • Google makes broad-based knowledge more important, not less
  • But, crucially, she also trains students to assess the credibility of what they find online. For example, she teaches them to analyze the tone of a web page to judge whether it was created by an academic, an advocacy group, or a hobbyist.
  • she also trains students to assess the credibility of what they find online. For example, she teaches them to analyze the tone of a web page to judge whether it was created by an academic, an advocacy group, or a hobbyist.
  • she also trains students to assess the credibility of what they find online. For example, she teaches them to analyze the tone of a web page to judge whether it was created by an academic, an advocacy group, or a hobbyist
  • she also trains students to assess the credibility of what they find online. For example, she teaches them to analyze the tone of a web page to judge whether it was created by an academic, an advocacy group, or a hobbyist.
  • kids grok the intricacies
  • A group of researchers led by College of Charleston business professor Bing
  •  
    All subjects need to teach students how to search for, analyze and utilize digital information within the subject area. This is where students will be getting info until someone pulls the plug or locks them in a bookmobile.
  •  
    "We're often told that young people tend to be the most tech-savvy among us. But just how savvy are they? ,,, High school and college students may be "digital natives," but they're wretched at searching."
anonymous

WW_SpaceThinkMath.pdf - 37 views

  • Asking good questions and encouraging students to build on one another’s thinking gives students voice and enables them to become more critical thinkers in mathematics.
    • anonymous
       
      Good strategy for use in any content area classroom!
  • students move into pairs to write their ideas, solutions, and strategies. A variety of materials, such as linking cubes and two-colour counters, are available for students to choose from when constructing mathematical models, making conjectures, and connecting their ideas.
  • ...5 more annotations...
    • anonymous
       
      Wouldn't it be great to use mobile devices to document their manipulatives and narrate their thinking out loud using an app such as Educreations? 
  • Scaffolding students’ exploration of a rich task too early can take away students’ opportunities to explore and build confidence with solving problems in their own way.
    • anonymous
       
      May need some opportunities to fail to make the learning richer and more personal.
  • Following each presentation, students are invited to paraphrase what the presenters have shared, to ask questions for clarification, to elab-orate on the presentation, and perhaps to challenge the presenters with a possible correction or alternative approach.
    • anonymous
       
      Reflective learning!
Sharin Tebo

Scholastic Canada Education-Teaching Tip of the Month * January 2012 - 21 views

  • the power of compelling questions that drives deep interest, understanding, caring, and the application of 21st century skills.
  • During a whole group inquiry, students gain competence by being guided through the process and develop necessary skills and tools to aid in self-initiated inquiries. Often students don't have the necessary background knowledge to pose their own questions or lack understanding in identifying a question worthy of investigation so the large group approach is essential when getting started.
  • Begin by examining your curriculum and identifying a topic that you think will be interesting to students.
  • ...2 more annotations...
  • Questions are open-ended in nature with no 'correct' answer; in fact, the answer is unknown. Inquiry questions represent what is at the "heart of the matter" and frame the unit as a puzzle or problem to be solved.
  • Your role in the large group inquiry is one of coach or facilitator.
  •  
    Getting Started with Inquiry Learning in Your Classroom
westphal

Exactly What The Common Core Standards Say About Technology - 129 views

  • use technology, including the Internet, to produce and publish writing as well as to interact and collaborate with others; demonstrate sufficient command of keyboarding skills to type a minimum of one page in a single sitting.
  • Evaluate the advantages and disadvantages of using different mediums
  •  Integrate multiple sources of information presented in diverse formats and media (e.g., visually, quantitatively, orally) in order to make informed decisions and solve problems, evaluating the credibility and accuracy of each source and noting any discrepancies among the data.
  • ...7 more annotations...
  • Make strategic use of digital media
  • Publishing
  • Collaboration
  • Evaluation
  • Integration is a matter of design, and produces considerable cognitive load on a learner.
  • Social media professional learning networks (PLN) from linkedin to twitter, facebook to even pinterest, can be dominated by education technology discussion rather than broader concerns of how people learn , likely because those educators tending towards technology are on these digital networks to begin with.
  • rather requires learners to make complex decisions about how, when, and why to use technology–something educators must do as well.
  •  
    "@POUSDSupt: Exactly What The Common Core Standards Say About Technology http://t.co/WTRFq2LUTt via @zite #ccss #edtech" Nicely presented.
  •  
    Tech standards in the common core
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