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college readiness and Common Core blended. - 91 views

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    Integrates College readiness and Common Core.
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Why Adaptive Learning Is Essential For A Kindergarten Math Curriculum - 2 views

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    "r advantage of computer adaptive learning programs is that they provide reports for parents and educators"
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Structure of the disciplines - Wikipedia, the free encyclopedia - 36 views

  • Posner, G. J. (2004). Analyzing the curriculum (3rd ed.). New York: McGraw Hill.
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An Analysis of the English Curriculum - 36 views

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    A discussion of constructivists curriculums in which Posner played a major role. His 2004 book, Analyzing the Curriculum was popular in education classes, science and psychology classes. He changed the way Americans and educators thought about education. Posner, G. J. (2004). Analyzing the curriculum (3rd ed.). New York: McGraw Hill. http://www.etni.org.il/etnirag/issue4/nellie_deutsch.htm
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Integrating Technology Into the Curriculum - KeyBookshop.com eStore - 90 views

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    Shelly Frei, 2007. Using blogging and webcasting as tools for teaching and education of students in K-12 environments. She makes it clear that this is the future of education. Frei, S. et. al. (2007). Integrating technology into the curriculum: professional development for successful classrooms. Huntington Beach, CA: Shell Education.
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Introduction to Artificial Intelligence - Fall 2011 - 16 views

  • A bold experiment in distributed education, "Introduction to Artificial Intelligence" will be offered free and online to students worldwide during the fall of 2011. The course will include feedback on progress and a statement of accomplishment. Taught by Sebastian Thrun and Peter Norvig, the curriculum draws from that used in Stanford's introductory Artificial Intelligence course. The instructors will offer similar materials, assignments, and exams.Artificial Intelligence is the science of making computer software that reasons about the world around it. Humanoid robots, Google Goggles, self-driving cars, even software that suggests music you might like to hear are all examples of AI. In this class, you will learn how to create this software from two of the leaders in the field. Class begins October 10.
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Ralph Tyler's Little Book - 43 views

  • The belief at the time was that schools should require strong discipline and that "children should not talk to one another; all communication should be between the teacher and the class (Tyler, 1975)."
  • War I, as it soon would be called, would have a dramatic effect on education
  • Following the introduction of the Army's intelligence test, a "Testing Movement" in education, became established and spread throughout the United States
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  • He saw testing and "the holes in testing for memorization"
  • as a problem to study for life
  • The most important and comprehensive curriculum experiment ever carried on in the United States..."
  • This methodology engages the student in a number of projects. The projects he defined as "a purposeful activity carried to completion in a natural setting
  • most famous work was his "little" book Basic Principles of Curriculum and Instruction
  • What educational purposes should the school seek to attain? How can learning experiences be selected which are likely to be useful in attaining these objectives? How can learning experiences be organized for effective instruction? How can the effectiveness of learning experiences be evaluated?
  • The fifth and final section describes "How a school or College staff may work on curriculum building."
  • do not have clearly defined purposes
  • 1. Establish broad goals or objectives.2. Classify the goals or objectives.3. Define objectives in behavioral terms.4. Find situations in which achievement if objectives can be shown.5. Develop or select measurement techniques.6. Collect performance data.7. Compare performance data with behaviorally stated objectives.
  • education as "an active process
  • It involves the active efforts of the learner himself."
  • The first of these was through direct instruction
  • Tyler's greatest gift to the field of education was the development of an objectives-based evaluation model.
  • "the father of behavioral objectives.
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Fauxflash - 79 views

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    A beautifully made flash card site. Create and share flash cards for subjects across the curriculum. Great for MFL. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
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Harcourt Newsbreaks - 36 views

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    Short news articles related to grade level curriculum. Free.
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Count Me In Too - 81 views

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    A site full of good maths resources and tools to use in the classroom. http://ictmagic.wikispaces.com/Maths
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Independence Day: Developing Self-Directed Learning Projects - NYTimes.com - 4 views

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    Great ideas for major change or small changes that can be done to help students take ownership of their learning.
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Scratch Curriculum Guide Draft | ScratchEd - 134 views

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    This Scratch curriculum guide provides an introduction to creative computing with Scratch, using a design-based learning approach. The guide is organized as a series of twenty 60-minute sessions, and includes session plans, handouts, projects, and videos. The 20 sessions presented in this guide are organized into 5 topics: introductionartsstoriesgamesfinal project
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    A design-based introduction to computational thinking with Scratch
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Does Easy Do It? Children, Games, and Learning - 29 views

  • The kind of product I shall pick on here has the form of a game: the player gets into situations that require an appropriate action in order to get on to the next situation along the road to the final goal. So far, this sounds like "tainment." The "edu" part comes from the fact that the actions are schoolish exercises such as those little addition or multiplication sums that schools are so fond of boring kids with. It is clear enough why people do this. Many who want to control children (for example, the less imaginative members of the teaching profession or parents obsessed with kids' grades) become green with envy when they see the energy children pour into computer games. So they say to themselves, "The kids like to play games, we want them to learn multiplication tables, so everyone will be happy if we make games that teach multiplication." The result is shown in a rash of ads that go like this: "Our Software Is So Much Fun That The Kids Don't Even Know That They Are Learning" or "Our Games Make Math Easy."
  • What is worst about school curriculum is the fragmentation of knowledge into little pieces. This is supposed to make learning easy, but often ends up depriving knowledge of personal meaning and making it boring. Ask a few kids: the reason most don't like school is not that the work is too hard, but that it is utterly boring.
  • game designers have a better take on the nature of learning than curriculum designers. They have to. Their livelihoods depend on millions of people being prepared to undertake the serious amount of learning needed to master a complex game. If their public failed to learn, they would go out of business. In the case of curriculum designers, the situation is reversed: their business is boosted whenever students fail to learn and schools clamor for a new curriculum!
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  • watching kids work at mastering games confirms what I know from my own experience: learning is essentially hard; it happens best when one is deeply engaged in hard and challenging activities.
  • The preoccupation in America with "Making It Easy" is self-defeating and cause for serious worry about the deterioration of the learning environment.
  • I have found that when they get the support and have access to suitable software systems, children's enthusiasm for playing games easily gives rise to an enthusiasm for making them, and this in turn leads to more sophisticated thinking about all aspects of games, including those aspects that we are discussing here. Of course, the games they can make generally lack the polish and the complexity of those made by professional designers. But the idea that children should draw, write stories and play music is not contradicted by the fact that their work is not of professional quality. I would predict that within a decade, making a computer game will be as much a part of children's culture as any of these art forms.
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    Dr. Seymour Papert describes ways in which gaming enhances learning. June, 1998.
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NAEP Gets It One-Third Right -- THE Journal - 15 views

  • gets, the more the debate will stir and positive things can come of all this.
  • 9 Gail Desler California I look forward to following this discussion! Currently many school districts have the same keyboarding + MS Office requirement for tech proficiency shared above by Interested Parent. I think to continue with that model well into the 21st century is really the train wreck waiting to happen. I've read through the NAEP draft. as well as some of their referenced documents from ISTE, http://www.21stcenturyskills.org/ DOT , and the http://www.ncte.org/positions/statements/2 DOT 1stcentdefinition and am hopeful that the NAEP framework will promote the integration of technology literacy across the curriculum. Thanks for starting the conversation.
  • Wed, Sep 9, 2009 Dick Schutz http://ssrn.com/author=1199505 The framework defines technology as "any modification of the natural or designed world done to fulfill human needs or desires." I can't think of any human action that wouldn't fall under that definition The definition of technological literacy is "the capacity to use, understand, and evaluate technology as well as to apply concepts and processes to solve problems and reach one’s goals. It encompasses the three areas of Technology and Society, Design and Systems, and Information and Communications Technology." That's pretty much universal expertise. This is to be measured with a 50 minute test starting at Grade 4. The specs for the tests at Grades 8 and 12 merely get more detailed and more abstract. By the time this gets run through the Item Response Theory wringer we'll have results that are sensitive to racial/SES differences but not to instructional differences. I'll look forward to your forthcoming explanations of how this came to happen.
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  • The problem? Namely, this: With no established federal definition of technological literacy, most states have chosen to follow the National Educational Technology Standards (NETS) established by the International Society for Technology in Education (ISTE), and to create their curricula and assessments accordingly.
  • gical literacy that is very different from anything any state or No Child Left Behind (NCLB) envisioned. From the draft document: "In recent decades the meaning of technological literacy has taken on three quite different… forms in the United States. These are the science, technology, and society approach, the technology education approach, and the information and communications technology approach. In recognition of the importance, educational value, and interdependence of these three approaches, this framework includes all three under its broad definition of technological literacy."
  • Geoffrey H. Fletcher is the editorial director of 1105 Media's Education Group. He can be reached at gfletcher@1105media.com. Comments
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HippoCampus US History - AP US History I - Homework Help - 32 views

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    Free online curriculum on a variety of traditional topics in education. Easy to use!
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American Sign Language (ASL) - 36 views

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    ASL University is an online curriculum resource for American Sign Language students, instructors, interpreters, and parents of deaf children. 
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