Amid growing pressure on public school districts to improve performance of chronically struggling schools, two nationally recognized education organizations have formed a consortium to offer a research-based approach for transforming these schools into successful learning environments without requiring mass dismissals of staff, school closures or turnover to charters or outside management organizations.
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SoapBox - Transform your lecture in real-time - 9 views
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This is a superb tool for ensuring that your audience are keeping up with your lecture. The audience can post questions without interrupting and interact in real time in many other ways. Great for CPD trainers and Teachmeets. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
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Technology + mentoring helps failing schools achieve - 50 views
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The new initiative, called SetPoint, pairs classroom technology with intensive coaching to build capacity for sustained change within the local district.
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With the SetPoint process, most staff members remain in their positions and receive intensive coaching and modeling in best instructional practices from experienced principals and school leaders.
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shared by Steve Ransom on 02 May 11
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Electronic Devices Redefine Quality Family Time - NYTimes.com - 31 views
www.nytimes.com/...01FAMILY.html
family time technology alonetogether together distracted intimacy relationship
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The transformation of the American living room into a multiscreen communication and entertainment hub” promises to “change our domestic sphere
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Individual family members might find themselves contently connected to parallel worlds almost all the time.
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Reflectional symmetry whiteboard resource - 45 views
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Simple reflectional symmetry tool which lets children/teachers put colours into four quadrants creating reflecting patterns. http://ictmagic.wikispaces.com/Maths
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Ubuntu Server - 16 views
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Secure, fast and powerful, Ubuntu Server is transforming IT environments worldwide. Realise the full potential of your infrastructure with a reliable, easy-to-integrate technology platform.
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Transform your photos into tilt-shift style miniatures - 129 views
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Make a tilt shift photo where objects and people look miniature. I love this effect. Your class will have great fun playing with this tool and making art. http://ictmagic.wikispaces.com/Photos+&+Images
ISSUU - Think Differently and Deeply by St. Andrew's Episcopal School - 27 views
issuu.com/...1
think deeply center for transformative teaching and learning learning teaching homework brain neuroscience StAndrewSchool
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Creativity Becomes an Academic Discipline - NYTimes.com - 70 views
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Critical thinking has long been regarded as the essential skill for success, but it’s not enough, says Dr. Puccio. Creativity moves beyond mere synthesis and evaluation and is, he says, “the higher order skill.”
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Traditional academic disciplines still matter, but as content knowledge evolves at lightning speed, educators are talking more and more about “process skills,” strategies to reframe challenges and extrapolate and transform information, and to accept and deal with ambiguity.
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“Examine what in the culture is preventing you from creating something new or different. And what is it like to look like a fool because a lot of things won’t work out and you will look foolish? So how do you handle that?”
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Why Your Students Forgot Everything On Your PowerPoint Slides | EdSurge News - 31 views
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We’ve all got a limited amount of working memory, so when we have to handle information in more than one way, our load gets heavier, and progressively more challenging to manage.
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when you lighten the load, it’s easier for students’ brains to take information in and transform it into memory.
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The duplicated pieces of information--spoken and written--don’t positively reinforce one another; instead, the two effectively flood students’ abilities to handle the information.
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mixing visual cues with auditory explanations (in math and science classrooms, in particular) are essential and effective
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The Flipped Classroom: Getting Started » Copy / Paste by Peter Pappas - 29 views
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While some may think flipping is all about watching videos, it's really about creating more time for in-class student collaboration, inquiry, and interaction. It's also is a powerful catalyst for transforming the teacher from content transmission to instructional designer and changing students from passive consumers of information into active learners taking a more collaborative and self-directed role in their learning.
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"I recently gave a webinar on getting started with the flipped classroom .. I address the opportunities and challenges, introduce some fundamentals and offer suggestions for getting started in a feasible way. I suspect that before long, flipping will no longer be as a fad, but simply another way point in the transition to learning environments that blend the best of face-to-face and online learning"
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Prometheus and the Pendulum: Why the University of Michigan Joined edX | The EvoLLLution - 15 views
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shared by Sharin Tebo on 25 Oct 15
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Guide: Using the SAMR Model to Guide Learning | That #EdTech Guy's Blog - 74 views
thatedtechguy.wordpress.com/...e-samr-model-to-guide-learning
edtech SAMR technology technology integration
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The SAMR Model (above) was developed by Dr. Ruben Puentedura. It enables educators to analyse how effective their use of technology is on teaching and learning.
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– Transformation (Modification and Redefinition) – tasks are designed in a way which would not be possible without the use of technology
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Substitution – at this stage, technology is simply used as an alternative tool for completing the original task with no real change in the tasks function.
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Example: once again, if students are creating a document on Pages, using the collaborative tools available on iWork for iCloud, learners can work on a document together. Peers could add feedback comments to the document in real time which could be responded to, which would improve the end product further.
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Example: again using Pages, however making use of features like spellchecking function or importing images to enhance the end product.
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Modification – it is at this point where technology starts to enhance teaching and learning. It requires tasks to be redesigned, in order to make the most of the technology available.
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Augmentation – here, technology is still used as a direct substitute like above, however it offers improvements in terms of the function of the task.
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Redefinition– this is the point at which technology really enhances the learning experience for students and has the greatest impact. Through the use of technology, educators are able to design tasks that were previously impossible.
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Example: like before, learners may be collaborating on a document in Pages. However, this time the end product will be uploaded to a website or perhaps a class blog. Students are usually excited by the prospect of their work being on display in a classroom, so the use of a real audience is huge for them. Furthermore, this builds their literacy skills as they need to consider the audience that they’ll be writing to and adapt their work accordingly. Finally, this opens up the possibility of feedback from this global audience which they can respond to.
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Blended learning: Uncovering its transformative potential in higher education - 48 views
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This article is one of the many written by D. Randy Garrison on the value of e-learning both as an independent entity and (as in this article) part of the blended learning environment. The authors are Dr. D. Randy Garrison, professor and academic director of Learning Commons at the University of Calgary; and Dr. Heather Kanuka, professor and academic director of the Centre for Teaching and Learning at the University of Alberta. Both authors have written extensively on the topic of e-learning, distance education, and adult education. This article discusses the potential of blended learning in higher education. The authors conclude that blended learning can have a substantial benefit for the student both in terms of logistics and educational satisfaction. "Blended learning is about rethinking and redesigning the teaching and learning relationship." However, it requires that the program's administrative and leadership issues are addressed and a solid action plan is in place. A "community of inquiry" must be formed by good course design which can be at the same time quite simple and yet complex. This topic is of great interest to me as I would like to reinstate a successful blended learning program at the college where I teach.
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From Internet to Gutenberg 1996 - 30 views
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During the sixties, Marshall McLuhan wrote his The Gutenberg Galaxy, where he announced that the linear way of thinking instaured by the invention of the press, was on the verge of being substituted by a more global way of perceiving and understanding through the TV images or other kinds of electronic device
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These same teen-agers, if by chance they want to program their own home computer, must know, or learn, logical procedures and algorithms, and must type words and numbers on a keyboard, at a great speed. In this sense one can say that the computer made us to return to a Gutenberg Galaxy.
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Today the concept of literacy comprises many media. An enlightened policy of literacy must take into account the possibilities of all of these media. Educational preoccupation must be extended to the whole of media.
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who will receive pre-fabricated images and therefore prefabricated definitions of the world, without any power to critically choose the kind of information they receive, and those who know how to deal with the computer, who will be able to select and to elaborate information.
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This will re-establish the cultural division which existed at the time of Claude Frollo, between those who were able to read manuscripts, and therefore to critically deal with religious, scientifical or philosophical matters, and those who were only educated by the images of the cathedral, selected and produced by their masters, the literate few.
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With a hypertext, instead, I can navigate through the whole encyclopedia. I can connect an event registered at the beginning with a series of similar events disseminated all along the text, I can compare the beginning with the end, I can ask for the list of all the words beginning by A, I can ask for all the cases in which the name of Napoleon is linked with the one of Kant, I can compare the dates of their birth and death - in short, I can do my job in few seconds or few minutes.
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Even if it were true that today visual communication overwhelms written communication, the problem is not to oppose written to visual communication. The problem is how to improve both.
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Do we read differently on paper than on a screen? - 9 views
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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.
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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.
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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.
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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.
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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.
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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.
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There is a need for more empirical research on reading comprehension in terms of screen reading and also on the subjective reading experience.
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shared by Martin Burrett on 02 Jul 12
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MathsPad - 99 views
www.mathspad.co.uk
maths numeracy angles shapes area perimeter transformations negative numbers fractions percentages place value algebra sequences data handling
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A great maths site with flash resources, online tests and worksheets on a range of maths topics to print or use on your whiteboard. http://ictmagic.wikispaces.com/Maths
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Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views
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"bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
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According to Putnam, time spent with relatively passive and disengaging media has come at the expense of time spent on vital community-building activities.
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A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
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It would be more plausible and empirically rigorous, then, to consider how specific forms of Internet activity impact civic and social engagement as a result of their particular underlying social architectures
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combining conclusions from two different lines of MMO research conducted from two different perspectives—one from a media effects approach, the other from a sociocultural perspective on cognition and learning.
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By providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new "third place" for informal sociability much like the pubs, coffee shops, and other hangouts of old.
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They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
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from two research projects: one an examination of the media effects of MMOs, the other an ethnographic study of cognition and culture in such contexts.
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the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
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as a way to tease out what happens in the virtual setting of the game and how the people involved consider their own activities, the activities of others, and the contexts in which those activities takes place
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a reasonable level of generalizability (random assignment to condition in the first study) and contextualization (ethnographic description of existing in-game social networks and practices in the second)
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brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
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virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
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the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
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Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency "farmer" for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in
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Yee's (2006) interviews also reveal that individuals who game with romantic partners or family find that such joint engagement in the "other world" of MMOs allows them to redefine the nature and boundaries of their offline relationships, often in more equitable terms than what may be possible in day-to-day offline life
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the relationships that play-partners have with one another offline are often "leveled" within the online world
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appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
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"In all such systems, linguistic interactions have been primary: users exchange messages that cement the social bonds between them, messages that reflect shared history and understandings (or misunderstandings) about the always evolving local norms for these interactions" (p. 22).
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such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
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accessible directly from one's home, making them even more accommodating to individual schedules and preferences
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"What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
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"It is the regulars who give the place its character and who assure that on any given visit some of the gang will be there"
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As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
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Oldenburg argues that third places are characteristically homely, their d�cor defying tidiness and pretension whenever possible. MMOs do not fit this criterion in any literal sense
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In neither of our investigations did the degree of formality exhibited by players within the game bear any relation to the degree of visual ornamentation of the players' immediate vicinity.
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Thus, while the visual form of MMO environments does not fit Oldenburg's (1999) criterion of "low profile," the social function of those environments does.
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Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
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The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
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Participation becomes a regular part of daily life for players and, among regular gamemates such as guild members, exceptional absences (i.e., prolonged or unforeseen ones) are queried within the game or outside i
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create an atmosphere of mutual caring that, while avoiding entangling obligations per se, creates a sense of rootedness to the extent that regularities exist, irregularities are duly noted, and, when concerning the welfare of any one regular, checked into
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Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
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Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
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This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
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On the one hand, bridging social capital provides little in the way of emotional support; on the other hand, such relationships can broaden social horizons or worldviews, providing access to information and new resources.
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shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
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Virtual worlds appear to function best as bridging mechanisms rather than as bonding ones, although they do not entirely preclude social ties of the latter type.
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One could argue that, if the benchmark for bonding social capital is the ability to acquire emotional, practical, or substantive support, then MMOs are not well set up for the task:
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While deep affective relationships among players are possible, they are less likely to generate the same range of bonding benefits as real-world relationships because of players' geographic dispersion and the nature of third places themselves.
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Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
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It is worth noting, however, that as gamers become more involved in long-term social networks such as guilds and their activities become more "hardcore" (e.g., marked by participation in large-scale collaborative problem-solving endeavors such as "raids" into difficult territories or castle sieges), the function of MMOs as "third places" begins to wane.
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It may be, then, that the structure and function of MMOs as third places is one part of the "life cycle" for some gamers in a given title.
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In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
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However, our research findings indicate that this conclusion is uninformed. To argue that MMO game play is isolated and passive media consumption in place of informal social engagement is to ignore the nature of what participants actually do behind the computer screen
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Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media (McLuhan, 1964).
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Such a view, however, ignores important nuances of what "community" means by pronouncing a given social group/place as either wholly "good" or "bad" without first specifying which functions the online community ought to fulfill.
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Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
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In light of Putnam's evidence of the decline of crucial civic and social institutions, it may well be that the classification "lacking bridging social capital" best characterizes the everyday American citizen. T
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Without bridging relationships, individuals remain sheltered from alternative viewpoints and cultures and largely ignorant of opportunities and information beyond their own closely bound social network.
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it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.