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Sean McHugh

How Instructional Technology Coaching Can Help Teachers Create Powerful Learning Experi... - 0 views

  • Students need technology that will help them meet their existing learning goals. They don’t need new learning goals that rely on a fancy new technology tool the coach or teacher wants to use.
Sean McHugh

The Overselling of Ed Tech - Alfie Kohn - 0 views

    • Sean McHugh
       
      Classic RAT practices 
  • these are examples of how technology may make the process a bit more efficient or less dreary but does nothing to challenge the outdated pedagogy. To the contrary: These are shiny things that distract us from rethinking our approach to learning and reassure us that we’re already being innovative
  • The first involves adjusting the difficulty level of prefabricated skills-based exercises based on students’ test scores, and it requires the purchase of software. The second involves working with each student to create projects of intellectual discovery that reflect his or her unique needs and interests, and it requires the presence of a caring teacher who knows each child well
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  • teachers are far more likely to use tech to make their own jobs easier and to supplement traditional instructional strategies than to put students in control of their own learning
  • even if ed tech were adopted as thoughtfully as its proponents claim, we’re still left with deep reasons to be concerned about the outmoded model of teaching that it helps to preserve — or at least fails to help us move beyond
    • Sean McHugh
       
      Which means is why tech without coaches who adopt a pedagogical stance is pointless. 
Sean McHugh

What's leisure and what's game addiction in the 21st century? - 0 views

  • At what point does a leisure activity turn into an addiction?
    • Sean McHugh
       
      You can be sure the hours spent by many during this World Cup will easily reach the kind off of hours that could be accused of being problematic; especially if you include: watching it, talking about it, watching/listening to people talking about it, playing it, and mood changes as a result of it...
  • In the modern developed world, the dominant leisure activity is watching television, followed by other leisure activities like sports and entertaining friends. There’s no evidence that game playing is more dangerous than these other leisure activities
  • People watch television for far more time than they play video games. In the U.S., people watch an average of 4.5 hours of TV every day. That’s more time than they spend reading, relaxing, socializing, participating in sports, playing digital games and using computers – combined.
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  • Consider a person who skips household and professional Sunday responsibilities to sit on the couch for hours watching pre-game shows; screaming at referees, coaches and players; and following post-game analysis – or who calls in sick to catch a game or breaks friendships over team rivalries. By the WHO’s criteria, this could qualify as “gaming disorder” – except that it’s about sports on TV, rather than video games.
  • Though the WHO warns against spending too much time gaming, that is not the way to measure addiction. Some studies demonstrate that some people who spend more time gaming actually exhibit fewer addictive behaviors than people who play less.
  • What people are looking for in their leisure time is a break, and just because they enjoy that break – and spend a fair amount of time doing it – doesn’t mean it’s an addiction.
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