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jojomitty

Microsoft Buys Edu Edition of Minecraft Releases OneNote Classroom Tool -- THE Journal - 24 views

    • jojomitty
       
      Mentoring would be wonderful for those of us who are not familiar with the workings of Minecraft but would like to use it in class.
  • free trial version
  • Minecraft transcends the differences in teaching and learning styles and education systems around the world. It's an open space where people can come together and build a lesson around nearly anything."
  • ...3 more annotations...
    • jojomitty
       
      Technology = equalizer for students
  • make sure no student ever got behind in their education because of difficulties with reading... We wanted to make sure that was as little a barrier as possible, so they can focus on what they're learning."
    • jojomitty
       
      This is a huge bonus for ELL students!
Mark Gleeson

How to: Inquiry | YouthLearn - 85 views

  • Before going to the kids, determine any preliminary factors or characteristics that must be true in order to achieve your larger goals or plans
  • Almost any topic can become the foundation for an inquiry-based project, even something as mundane as shoes,
  •  
    Steps to the Inquiry process
  •  
    Check this site out.... wonderful explanation on the Inquiry process.
  •  
    Interesting read on an inquiry model of learning. 
Jennie Snyder

Will Richardson: My Kids are Illiterate. Most Likely, Yours Are Too - 10 views

    • anonymous
       
      I wonder if most parents (and even some teachers) even know what this means.  Sometimes I think we are too entrenched in old-school ways of thinking students need to know and love classics instead of understanding how literature is a reflection of the times and using the classics as mentor pieces for creating something which reflects here and now!
  • kids need to be in systems that care for them and are focused on literacy they will need to be successful in their lives instead of being focused primarily on standardizing their way to "high student achievement" based on a metric that is growing less and less relevant each day
    • anonymous
       
      We need to really look at our definition of the word achievement!  Do we mean they have achieved a high score by regurgitating info/facts?  Do we mean they understand something and can apply that understanding in a new and meaningful way?
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  • I'm mad that the "big" conversations around "reform" in education right now all revolve around basically doing what we've been doing for the past 100 years only "better," and that we'll get there by incentivizing teachers to teach for a test.
  • That is their reality; it wasn't ours. The NCTE knows it.
    • anonymous
       
      Just like we recognize that times are different from when my parents attended a 1-room school or when there less than 50-100 in a graduating class in a whole town, we need to recognize that times today are different.
  •  
    Literacies needed for future success by Will Richardson
Nigel Coutts

Learning from History - 47 views

  •  
    There is an innate beauty and wonder in History. How might we ensure students receive the maximum benefit from their study of History? How do we encourage them to see History as more than content?
Christine Robinson

A Periodic Table of Visualization Methods - 22 views

  •  
    Cool site I got from a colleague. Many different graphic representations we can use with our students.Definitely worth checking out. NOT JUST FOR SCIENCE!
  •  
    WOW! This is Wonderful, Christine!! Thanks for sharing!!
Comrad Compadre

Convert PDF to CSV Tables in Tact - 6 views

  • Tabula really is a wonderful tool for extracting data from tables in PDFs. It’s a locally hosted web app that allows you to Select one or more PDFs with the data you want. Identify the area of the page from which to extract the data. Save the data in CSV, TSV, or JSON format. I gave Tabula a try on the same PDF tables I wrote about last night, and it worked perfectly. You may recall that I didn’t like the column headings in the original table. Well, Tabula let me drag a rectangle to select just the data portion of the table, leaving the stuff I didn’t want out of the extracted CSV file.
  •  
    How to use Tabula, a browser based locally hosted web app to convert a PDF to a proper file for view in Excel.
  •  
    Perhaps useful to the educators out there
Chema Falcó

Ideas - The Learner's Way - 53 views

  •  
    Ask any teacher what they wish they had more of and the most common answer is likely to be time. Schools are inherently busy places and there is always much to be done. We all want to meet the needs of every student, add value to their education with breadth and depth, ensure adequate coverage of the curriculum and include aspects of play and discovery. Add up all that is done in a day over and above face-to-face teaching and you can only wonder at how we manage to fit it all into the time we have. So is there an answer to this dilemma, is there a secret method to finding more time in our schedules to achieve all that we want to?
anonymous

Moving from Planning to Action (Professional Learning that Shifts Practice Part 3) - Katie Martin - 28 views

  • What do we know about what is currently working?
    • anonymous
       
      We are good at complaining about what isn't working but rarely point out what is working well.
  • What did you notice? What are wondering about? What are implications for your practice? How might we improve learning?
    • anonymous
       
      Purposefully ask these questions after we model a practice/lesson.
Jennie Snyder

Digital Literacy and Citizenship Classroom Curriculum | Common Sense Media - 32 views

  • Common Sense Media offers this FREE Digital Literacy and Citizenship Curriculum to help educators empower their students and their school communities to be safe, responsible, and savvy as they navigate this fast-paced digital world. NO COST to your school.
    • Eric Arbetter
       
      I wonder how we could incorporate this into our current curriculum.  Would it help with CCSS?
    • E. Grysko
       
      As my school is implementing iPads into the classrooms this year, I will probably use some of these lesson plans to teach digital citizenship!
  •  
    FREE Digital Literacy and Citizenship Curriculum.  
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    Free curriculum, aligned to NETS, for digital literacy and digital citizenship
Deborah Baillesderr

Easy English news, short news, English story, reading skills for you - 107 views

  •  
    This is a useful news site which provides the same news story written at three different levels of English, making it a wonderful tool for ESL classes and differentiating for different age groups. http://ictmagic.wikispaces.com/English+As+An+Additional+Language
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    This is such a great site. They take one news story and put it in 3-4 different reading levels.
khirnhup yeo

Diigo now less useful - 142 views

There is a neat solution to the caching problem and it can be found at http://groups.diigo.com/group/Diigo_HQ/content/almost-perfect-solution-to-caching-problem-icyte-1889535 .

Diigo

david stong

The Project Gutenberg eBook of The Outline of Science, Volume 1 of 4, by J. Arthur Thomson. - 10 views

  •  
    THE OUTLINE OF SCIENCE A PLAIN STORY SIMPLY TOLD
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    Wonderful old illustrations
Martin Leicht

Distracted Minds: Why You Should Teach Like a Poet - 4 views

  • Routine is a great deadener of attention.
  • When you follow the same routines at home, folding the laundry or doing the dishes, your mind goes on automatic pilot.
  • same generic suite of teaching activities: listen to a lecture, take notes, ask some questions, talk in groups.
  • ...17 more annotations...
  • Be astonished.
  • Pay attention.
  • Through the creative turns of language they use to describe the world and our experiences, the familiar becomes unfamiliar again, and we discover in the everyday world fresh food for insight and reflection.
  • We want them to pay attention to course content, to be astonished by what they find there, and to report back to us and the world what they have discovered.
  • Find an everyday object that connects to your discipline, or a photograph or image that accompanies an article or book in your field.
  • Close — and I mean really close — reading.
  • in which practitioners slowly read the sacred scriptures of Judaism aloud to one another, pausing and discussing and questioning at every turn.
  • Tell about it.
  • asked what they had learned from the experience, and especially what they had noticed about the text that they hadn’t perceived before
    • Martin Leicht
       
      Metacognition exercise of sorts?
  • Engagement with objects.
  • pointed out anomalies and inconsistencies, and wondered
  • What? For the first step, students spend time just observing the object and taking notes.
  • So what? Students write down questions based on their observations and share them with one another.
  • Now what? The final stage shifts into more whole-class and teacher-centered discussion
  • Attention through assessments.
  • For 13 consecutive weeks, she asked students to leave the campus and make a visit to the nearby Worcester Art Museum in order to spend time in front of the same work of art.
  • As they learned to train their attention on a work of art, their attention brought them insights. They saw more clearly, developed new ideas, and wrote creatively about what they observed.
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    Could some or all of this work online to build engagement? 1) close reading 2) engage with objects 3) attention through assessments
Sharin Tebo

Education in the United States and Finland: What is and what can be | CTQ - 36 views

  • The simple answer is this: Finland’s cultural values and priorities are manifested in its system of education: “to guarantee all people…equal opportunities and rights to culture, free quality education, and prerequisites for full citizenship.”
  • Finland aims to uplift everyone in society; in Finland’s case, this vision can be achieved by providing equitable access to education and other social benefits. 
  • Finnish students do not begin their formalized education until the age of 7, standardized testing is unheard of in the formative years, and autonomy and play are encouraged throughout the curriculum.
  • ...13 more annotations...
  • At the foundation of Finnish educational success are two core values: trust and equity. 
  • Finland’s educational system had become more decentralized and decision-making occurred at the local level.
  • local autonomy
  • Constraints on control and standardization facilitated greater flexibility, freedom, and the teaching profession became more supported, trusted, and respected.
  • Love of Learning
  • growth
  • relationships
  • personalized learning
  • n such a climate, adult stakeholders ostensibly trust one another, causing classroom environments to be less controlling and more collaborative in nature. 
  • With trust and equity as twin pillars of the educational system, it is unsurprising that Finland is able to focus on learning processes for civic engagement and development rather than on expending unnecessary energy for checklists, data, and oversight. 
  • Too many of our communities, schools, and students remain constrained and marginalized by poverty, lack of access, and limited opportunities.  Too many of us are focused on extrinsic motivators that inevitably lead to competition, compliance, expediency, sanctions, disengagement, and a diminished love of learning. 
  • “we’re measuring a lot of things in education today,” and wondered, “how are we measuring care?” 
  • perhaps we should be focusing less on Finnish education and more on the cultural values and conditions that make it possible.
Chad Evans

Response: Advice From The "Book Whisperer," Ed Week Readers & Me About Teaching Reading - Classroom Q&A With Larry Ferlazzo - Education Week Teacher - 1 views

    • Chad Evans
       
      Highlighting text is really easy with Diigo. And adding a sticky note is very simple is well. It can be made private or shared with groups of people who are working with the same document
  • Other ways I encourage these kinds of discussions includes having students choose their own groupings and books for independent book "clubs" and using the Web as a vehicle to create audio and/or video "book trailers."
    • Chad Evans
       
      From a technology end, our kids are beginning to do more and more with tools like voicethread, animoto, imovie, etc. Digital storytelling is a great way for students to be creative, share insights and show what they know and can do. 
  • ...6 more annotations...
  • One facet of our reading instruction that cannot be overlooked is the importance of teacher readers in building a classroom reading community. According to Morrison, Jacobs, and Swinyard (1999), "perhaps the most influential teacher behavior to influence students' literacy development is personal reading, both in and out of school."
    • Chad Evans
       
      I wonder how open ALL teachers are about what they are reading? How much conversation do teachers as a whole have about what they are reading? 
  • If we don't read, why should our students?
  • Share your reading life with your students. Show your students what reading adds to your life. If you are reading a nonfiction book at the moment, tell them what you are learning. Pass the children's books you are reading to them when you are done. Describe the funny, sad, or interesting moments in the books you read. When you read something challenging, talk with your students about how you work through difficult text. It will surprise them that you find reading hard at times, too, but choose to read, anyway.
  • Many students in today's world do not read books outside of school. When they do read, it is text-messages, web pages or homework assignments. For students who did not grow up in homes with books, with adults who read and who read to them, this time to read in school is both necessary and pleasurable. Many of my students need catch-up time when it comes to "hours-in" reading. The 10 minutes at the beginning of each period that I allow my juniors each day equals hours of reading across the months of the school year. My most dedicated readers begin books in the classroom, finish them at home, and return to the classroom/school library to check out new books.
    • Chad Evans
       
      This is an important distinction in that I believe (and research indicates) that our kids ARE reading more than ever before. But it comes in non-traditional forms. We must acknowledge that web based reading is still reading, but it differs. Research also indicates that when kids read digitally, they read in a different pattern. In traditional reading, they read in a z pattern down a page. Digital reading is more of an F pattern,indicating skim and scan. 
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.
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