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Sean McHugh

Computational Thinking Is Critical Thinking. And It Works in Any Subject. | EdSurge News - 0 views

  • a way to help computer scientists think more logically about data analysis
  • at its core, computational thinking is simply a way to process information using higher-order or critical thinking
  • the framework is the same: look at the provided information, narrow it down to the most valuable data, find patterns and identify themes. And it works just as well for comparing maps, blocks of code or two works of literature
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  • The goal, in other words, is to get students to learn not to take everything at face value
  • Since the human brain is essentially wired to recognize patterns, computational thinking—somewhat paradoxically—doesn’t necessarily require the use of computers at all.
  • an innovative, mastery-learning model that is less wedded to unit and testing cycles than in other schools. Students are often graded on a custom rubric that crosses disciplines called a “continuum of skill development,” that scales with students
  • blending computational thinking into the curriculum need not require such a major overhaul. It can be inserted on a lesson-by-lesson basis and only where it makes sense.
Sean McHugh

Computer-supported collaborative learning - Best Evidence in Brief - 0 views

  • The use of computers, when combined with collaborative learning, positively affected: Knowledge gain (+0.45) Skill acquisition (+0.53) Pupil perceptions (+0.51) Group task performance (+0.89) Social interaction (+0.57) Lastly, extra technology-related learning tools during CSCL positively affected knowledge gain (+0.55), as did the use of strategies (+0.38).
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    Aa meta-analysis on the effects of computer-supported collaborative learning (CSCL).
Sean McHugh

Tynker - 0 views

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    "Tynker is a new computing platform designed specifically to teach children computational thinking and programming skills in a fun and imaginative way. The cloud hosted system is now available to teachers, schools and districts."
Sean McHugh

Technology in Education | American Federation of Teachers - 0 views

  • pedagogy (i.e., teaching practice) and not the medium (i.e., technological tools and resources, such as whiteboards, hand-held devices, blogs, chat boards) that made a difference in learning, stating that instructional media are “mere vehicles that deliver instruction but do not influence student achievement any more than the truck that delivers our groceries causes changes in our nutrition
  • there was no proof to show that a medium was capable of ensuring that pupils and students could learn more or more effectively. He saw the medium as a means, a vehicle for instruction, but that the essence of learning remained—thankfully—in the hands of the teacher
  • it is not the medium that decides how effectively learners learn
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  • the effectiveness of learning is determined primarily by the way the medium is used and by the quality of the instruction accompanying that use
  • The crucial factor for learning improvement is to make sure that you do not replace the teacher as the instrument of instruction, allowing computers to do what teachers would normally do, but instead use computers to supplement and amplify what the teacher does
  • the use of both e-learning and contact education—which is known as blended learning—produces better results than lessons given without technolog
  • the medium does not influence the learning
  • the medium seldom influences teaching, learning, and education, nor is it likely that one single medium will ever be the best one for all situations
    • Sean McHugh
       
      But 'ordinary real life is mediated by computers! I'm still only in classrooms where the myth that this is not true still persists! 
  • students do not naturally make extensive use of many of the newest technologies, such as blogs, wikis, and virtual worlds
  • the main reasons young people use technology. These reasons are mainly social
  • Digital natives! Whenever the question of digital innovation in education is discussed, this is a term that immediately comes to the surface. But it should be avoided. Even the person who coined the term digital natives, Marc Prensky, admitted in his most recent book, Brain Gain, that the term is now obsolete.2
  • Prensky’s coining of this term—and its counterpart for people who are not digitally native—was not based on research into this generation, but rather created by rationalizing phenomena that he had observed
  • The students use a large quantity and variety of technologies for communicating, learning, staying connected with their friends, and engaging with the world around them. But they are using them primarily for “personal empowerment and entertainment
  • university students do not really have a deep knowledge of technology, and what knowledge they do have is often limited to basic Microsoft Office skills (Word, Excel, PowerPoint), emailing, text messaging, Facebook, and surfing the Internet
  • There is simply no experimental evidence to show that living with new technologies fundamentally changes brain organization in a way that affects one’s ability to focus. Of course, the brain changes any time we form a memory or learn a new skill, but new skills build on our existing capacities without fundamentally changing them. We will no more lose our ability to pay attention than we will lose our ability to listen, see or speak.
  • Note that many of these studies examined the influence of television rather than the influence of interactive technology, such as smartphones and social media
  • when people think that young people today read less, it’s not about reading online content or text messages, it’s about reading book
  • young people are still doing a lot of reading, and these statistics make clear that many of them are reading for pleasure. However, we need to be careful about making too many sweeping assertions, since the reading figures in many countries are falling. Even so, we know that reading continues to be important: both reading by young people themselves and parents reading to their childre
Sean McHugh

What Happens to Your Eyes When You Stare at Screens All Day - 0 views

  • Blue light from screens isn’t ruining your eyesThere’s a rumor that the blue light from smartphones (or other screens) can ruin your vision, perhaps even leading to blindness, but it’s not backed up by evidence. “The amount of light coming from a computer has never been demonstrated to cause any eye disease,” the American Academy of Opththalmology states in an article on their website recommending against blue-light-blocking glasses
  • Blue light-blocking filters also don’t block very much blue light; they just reduce it a tiny bit. (Experts have pointed out that you could get the same effect by holding your screen one inch farther away from your face
  • When you’re spending time in front of screens—any kind—the rule of thumb for eye health is the “20-20-20” rule. Every 20 minutes, take a 20-second break to look at something 20 feet away
Sean McHugh

My First Year of One to One: A Reflection - 0 views

  • One of my fears when I was able to put a device into the hands of every student was that the students might focus on the screen, the way many children do with a television or a computer. Those children become absorbed by the device, ignoring all that is going on around them. Happily, this has not at all proved to be the case for us. The students did not want to just use the iPads; they wanted to share them.  The hum of voices excitedly talking to their peers about what they were doing was just the same as it had always been. They just had different things to share.
  • One of the things I have come to value most highly is choice.  I have offered my students as much choice in how they learn and in how they demonstrate their learning as I can. The iPads have given my students so many more opportunities for choice.
  • the iPads have given us a rich variety of options that were just not available before
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  • My children were not using their iPads in every spare moment—they still liked other classroom tools such as Lego, dominos and drawing paper—but the iPads were a popular choice
  • I didn’t get around to figuring out how to use it, but my students did. They taught themselves and then taught me as well.
  • Some students preferred digital and some preferred non-digital, but most moved seamlessly back and forth between the two.
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    "One of my fears when I was able to put a device into the hands of every student was that the students might focus on the screen, the way many children do with a television or a computer. Those children become absorbed by the device, ignoring all that is going on around them. Happily, this has not at all proved to be the case for us. The students did not want to just use the iPads; they wanted to share them.  The hum of voices excitedly talking to their peers about what they were doing was just the same as it had always been. They just had different things to share."
Sean McHugh

Screen Time? How about Creativity Time? - Mitchel Resnick - Medium - 0 views

  • Too often, designers of educational materials and activities simply add a thin layer of technology and gaming over antiquated curriculum and pedagogy
    • Sean McHugh
       
      I think because the designers of these apps are not educators and are therefore assuming that they often traditional education they experienced is the norm or at the very least is still a desirable outcome for the kids that they are designing their Apps for.
  • But I’m also sure that some students found it very discouraging and disempowering. And the activity put an emphasis on questions that can be answered quickly with right and wrong answers — certainly not the type of questions that I would prioritize in a classroom.
  • In many cases, the skeptics apply very different standards to new technologies than to “old” technologies. They worry about the antisocial impact of a child spending hours working on a computer, while they don’t have any concerns about a child spending the same time reading a book. They worry that children interacting with computers don’t spend enough time outside, but they don’t voice similar concerns about children playing musical instruments. I’m not suggesting that there are no reasons for concern. I’m just asking for more consistency.
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  • For kids growing up today, laptops and mobile phones aren’t high-tech tools — they’re everyday tools, just like crayons and watercolors.
  • Of course there’s a problem if children spend all their time interacting with screens — just as there would be a problem if they spent all their time playing the violin or reading books or playing sports. Spending all your time on any one thing is problematic. But the most important issue with screen time is not quantity but quality. There are many ways of interacting with screens; it doesn’t make sense to treat them all the same
  • Rather than trying to minimize screen time, I think parents and teachers should try to maximize creative time. The focus shouldn’t be on which technologies children are using, but rather what children are doing with them
Sean McHugh

How Facebook is taking mind reading from sci-fi to reality - The Verge - 0 views

  • Facebook’s plans for two ambitious projects: one to develop a system for letting you type with just your thoughts, and another to let you “hear” using vibrations on your skin. This would be done through brain-computer interfaces — devices that can read neural activity and translate it into digital signals, and vice versa
  • Facebook’s goal is to develop something it calls a “brain click — a way to complete tasks in augmented reality using your mind. You could brain click to dismiss a notification that popped up on your AR glasses, for example
  • letting people type with their thoughts
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  • send discrete messages delivered through touch
  • extract semantic meaning from touch, to create what just might amount to a new form of language
  • exploring how optical imaging could get real-time data from the brain and translate it into words. The resulting device could be something like a neural cap worn on the head, or some type of band that stretches around the back of the skull.
  • literally getting inside your head and under your skin.
  • the technology should be designed to operate only during the final part of the speech process, right before your brain tells your mouth to start moving. The thought is already formed, and you have made an explicit choice to share it.
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    Maybe this is the tech that could replace the keyboard, still a few decades away though.
Sean McHugh

Interview with Adrian Graham and Carl Sjogreen - Learning Stuff - 0 views

  • The consistent thing I’ve learned is that it’s very hard to make things simple. No matter how much you try, the first time you put it in front of someone, it’s too complex. You’re like, “Oh my God, how could they get this wrong?” But that’s your fault. It wasn’t simple enough. I came away from Google trying to build very simple experiences that lots of people can use.
  • The real enthusiasm at Google is around technology: “Let’s build a cool, new technology. We’ll find a lot of ways to apply it. Our technology will be better than our competitors.” The Facebook approach was, “Well, technology is a tool to achieve these things we’re trying to do. Let’s figure out how to make it work. Sometimes that means building our own technology and other times that means using something that someone else has built.”
  • But the people who kept using it over and over were all in schools. It wasn’t teachers using it to explain things, it was kids using it to document their thinking. They would take a picture of their art, and they would explain what they were thinking when they made it. Some kids would use it as a lightweight presentation tool. They would string together some photos of a science lab and make a lab report.
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  • Most of the tools we’ve used to document and communicate ideas haven’t changed much since the introduction of Microsoft Office. We have documents, spreadsheets, and slides. Those are sort of the universal formats for communicating information. That seemed kind of dumb given that those were invented in a world of keyboards, mice, and DOS prompts.We now had these things that had cameras and microphones and touch interfaces and decided that there should be some new way of communicating ideas.
  • We also heard from teachers about the practical problems
  • it was clear that touch devices unlocked something for computing
  • On the parents’ side, I was incredibly frustrated watching all the work that all my kids’ teachers were doing to communicate what was happening at school. There were weekly newsletters that were long and involved; photo albums with 300 pictures, only three of which were my child. All of this was behind a password I could never remember. Teachers were doing all this work that was taking away from actual teaching or their personal lives. The experience felt pretty broken to me.It also seemed that kids might be able to document their own learning and reflect on what they were making more independently.As a parent, I’d ask my kids, “What did you do at school today?” and they say, “Nothing,” and I had no idea what next question to ask because I just didn’t have a thread to pull on.
  • the magic of Seesaw is all about changing the conversation from “What did you do in school today?” to “Tell me about more about this thing you made.” It’s a starting point for a conversation
  • Seesaw is a learning journal. It’s a place where kids can document their learning over time
  • The child now has an audience for his work beyond the teacher. We hear time and time again from teachers that their kids want to do their best work with Seesaw because their parents are going to ask them about it when they come home. They also know their classmates are going to watch it.
  • I had to learn what issues teachers are struggling with, and then work through those problems
  • This became obvious around log-in. We knew this was a real hassle in classrooms, and we thought we could solve it using a simple text code. But a tech coordinator at one school suggested using a QR code instead. “What would really make this easy is if kids could just scan a QR code to log in.” Carl and I both thought this was weird — no one uses QR codes. They’re a technology from 10 years ago that no one adopted. But we decided to build it to see if it got used.It turned out to be one of Seesaw’s most important features, especially in the younger grades.
  • we really invested in those relationships. I would call them on the phone every week. We listened, we showed them stuff ahead of time. They would give us an idea, and we would actually build what they asked for. We developed a close connection with those teachers and they started talking to other teachers in their building and other schools and so on.Honestly, we took this word-of-mouth and advocacy approach because we were a little nervous to tell teachers how to use our product. We felt like we didn’t really understand the classroom enough to tell them what to do. So we went down this path of finding some teachers who are excited about using Seesaw and helped them tell other teachers about it. Our hope is that most teachers discover Seesaw from another teacher, not from us.
  • Get it in the hands of teachers, and if it’s good, it will probably spread. Teachers are asked to use a lot of crappy software. When they find something good, they tend to recognize it
  • I just wanted to tell you how life changing this app has been for me and my teaching, and for my students
  • but we get an email like that two or three times a week
  • I have had millions of people who are slightly more organized because I worked on Google Calendar. Good, but that’s not really what I want that on my tombstone
  • Parents don’t know what’s going on in their kids’ classrooms. It’s not because someone wants to keep it secret, but the information is not easily shared
  • I cannot imagine a future where I will be okay sending my kids to school for eight hours a day and having no clue what they’re working on. This is the most important person in my life. I get immediate updates about everything else, and yet somehow I accept that I have no information on what my kids are doing for eight hours a day. It’s not possible that’s the future.
  • On the parents’ side, I was incredibly frustrated watching all the work that all my kids’ teachers were doing to communicate what was happening at school. There were weekly newsletters that were long and involved; photo albums with 300 pictures, only three of which were my child. All of this was behind a password I could never remember. Teachers were doing all this work that was taking away from actual teaching or their personal lives. The experience felt pretty broken to me.It also seemed that kids might be able to document their own learning and reflect on what they were making more independently.As a parent, I’d ask my kids, “What did you do at school today?” and they say, “Nothing,” and I had no idea what next question to ask because I just didn’t have a thread to pull on. When you ask a kid to describe something abstractly, particularly younger kids, it’s quite difficult for them to do it. If you show them a picture of something and say, “What’s going on in this picture,” they’ll say, “Oh, let me tell you all about this,” it totally gives them a thing to start with.
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    I cannot imagine a future where I will be okay sending my kids to school for eight hours a day and having no clue what they're working on. This is the most important person in my life. I get immediate updates about everything else, and yet somehow I accept that I have no information on what my kids are doing for eight hours a day. It's not possible that's the future.
Sean McHugh

When Gaming Is Good for You - WSJ.com - 1 views

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    A three-year study of 491 middle school students found that the more children played computer games the higher their scores on a standardized test of creativity-regardless of race, gender, or the kind of game played.
Sean McHugh

Kids who play video games do better as adults | Penelope Trunk Homeschooling - 0 views

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    A three-year study of 491 middle school students found that the more children played computer games the higher their scores on a standardized test of creativity-regardless of race, gender, or the kind of game played.
Sean McHugh

Video Games Are The Perfect Way To Teach Math, Says Stanford Mathematician - Forbes - 0 views

  • the ability for a game to teach multiple skills simultaneously
  • does not build video games to ‘teach mathematics.’ Rather, we build instruments which you can play, and we design them so that when you play them, you cannot fail to learn about mathematics. Moreover, each single game can be used to deliver mathematical challenges of increasing sophistication.
  • I love the instrument analogy because I’m often explaining to my students why the Ancient Greeks saw math and music as part of the same realm–that area of experience that belonged to the god Apollo. Of course, the relationship has to do with intervals. But both math and music are also related to Apollo’s other domains, such as light, prophecy, healing, etc. The connection has been hard to understand from the rigidly measured viewpoint that has dominated Western thinking since Nietzsche inadvertently cemented the Apollonian into strict opposition with the Dionysian in The Birth Of Tragedy.
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  • Everything about school and work in the twentieth century was designed to create and reinforce separate subjects, separate cultures, separate grades, separate functions, separate spaces for personal life, work, private life, public life, and all the other divisions. Then the internet came along. Now work increasingly means desktop computer. Fifteen years into the digital revolution, one machine has reconnected the very things–personal life, social life, work life, and even sexual life–that we’d spent the last hundred years putting into neatly separated categories, cordoned off in their separate spaces with as little overlap as possible.
Sean McHugh

Literature, Ethics, Physics: It's All In Video Games At This Norwegian School | MindShift - 0 views

  • game-based learning seems to be a misnomer, as the learning is not based on games, but enhanced by them. Commercial games are repurposed and modified to support curricular goals, as opposed to driving them. Of course, learning can and should also be based on games, as they are valid texts that can be studied in and of themselves, but it is important to see video games as elastic tools whose potential uses exceed their intended purpose.
  • It’s important that video games are regarded as useful and engaging learning tools in their own right.” To that end, he uses popular commercial games that would not outwardly seem suitable for the classroom.
  • the game gives students a different perspective on the laws of physics, where mechanics are simulated by a computer to create a realistic gaming environment. It can also be a great source of discussion when the laws of physics are broken!” Students think about how the simulation deviates from reality and transform what might be perceived as a game’s shortcoming into a critical thinking opportunity.
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  • Civilization holds a unique value in letting students experiment with “what if” scenarios to see how changing variables like political structures or social policies affect and alter the course of a nation.
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    A Model for Game-Enhanced Learning In each case, game-based learning seems to be a misnomer, as the learning is not based on games, but enhanced by them. Commercial games are repurposed and modified to support curricular goals, as opposed to driving them. Of course, learning can and should also be based on games, as they are valid texts that can be studied in and of themselves, but it is important to see video games as elastic tools whose potential uses exceed their intended purpose.
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.
Sean McHugh

The Surprising, Research-Backed Benefits of Active Screen Time - 0 views

  • How about nine
    • Sean McHugh
       
      Outside of work? How is that possible? Get home from school at 4, bed at 9, even at that impractical extreme it's 5 hours, not allowing for meal time?
  • teens today are spending an average of nine hours a day online,
    • Sean McHugh
       
      Just like their parents; why is this key point so often overlooked?
  • sedentary screen time
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  • there is a very fine line between passive screen time, defined as when a child passively consumes digital content with no thought, creativity or interaction required to progress, and active screen time, which involves cognitive thought and/or physical engagement.
  • so vital for us to change how kids are using their computers and phones
    • Sean McHugh
       
      Again, only focused on kids, but if parents don't do likewise, how do they think they will have an effect?
  • As long as we ensure that our kids are actively using their screens, we can most likely avoid the problems that come with passive screen use
  • watching TV or videos
    • Sean McHugh
       
      What about the learning this offers? Specifically knowledge acquisition? Especially if that knowledge leads to hands on activity, like when kids use 'how to' videos?
  • learning a new skill like coding games or websites, creating music, writing and publishing stories or poetry
    • Sean McHugh
       
      Can you imagine many/and parents doing this? If they won't, how will they encourage their kids to do so?
Sean McHugh

Most Adults Spend More Time on Their Digital Devices Than They Think - Scientific American - 0 views

  • parents spend an average of nine hours and 22 minutes every day in front of various screens—including smartphones, tablets, computers and televisions. Of those, nearly eight hours are for personal use, not work
  • we do not even realize how much time we spend when we heed the siren call of our devices
  • if parents use screen time for shared activities with a child—watching a movie or playing an educational game together, for example—it can enhance the child's learning
Sean McHugh

Coding is not 'fun', it's technically and ethically complex - Quartz - 1 views

  • the profile of a programmer’s mind is pretty uncommon. As well as being highly analytical and creative, software developers need almost superhuman focus to manage the complexity of their tasks
  • you’d never hear someone say that brain surgery is “fun,” or that structural engineering is “easy.” When it comes to programming, why do policymakers and technologists pretend otherwise?
  • Insisting on the glamor and fun of coding is the wrong way to acquaint kids with computer science. It insults their intelligence and plants the pernicious notion in their heads that you don’t need discipline in order to progress. As anyone with even minimal exposure to making software knows, behind a minute of typing lies an hour of study.
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  • In an ever-more intricate and connected world, where software plays a larger and larger role in everyday life, it’s irresponsible to speak of coding as a lightweight activity.
Sean McHugh

Defining Technology Integration (Part 2) | Larry Cuban on School Reform and Classroom Practice - 0 views

  • I wanted a definition that got past the issue of access to glittering new machines and Gee Whiz applications. I wanted a definition that focused on classroom and school use aimed toward achieving teacher and district curricular and instructional goals. I wanted a definition that put hardware and software in the background, not the foreground. I wanted a definition grounded in what I heard and saw in classrooms, schools, and districts.
  • “Technology integration is the routine and transparent use in learning, teaching, and assessment of computers, smartphones and tablets, digital cameras, social media platforms, networks, software applications and the Internet aimed at helping students reach the district’s and teacher’s curricular and instructional goals.”*
  • The devices and software are not front-and-center but routinely used in lessons
Sean McHugh

The Age of Ignorance | HuffPost - 0 views

  • With the Internet as its promulgating agency, and social media exploiting the vulnerabilities, ignorance has become pandemic.
  • at no time in history has the public become so susceptible to the spread of willful ignorance, intentionally deceitful lies, and blatant stupidity.
  • Unexpectedly, it appears, the tsunami-like exponential explosion of information has devolved into the Age of Ignorance.
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  • The Internet is both a blessing and a curse. Fathomless amounts of data are near-instantaneously available to all with access to computers. Except in relatively closed societies, there are few established boundaries on that vast information sump. The eminently glaring problems are lack of both provenance and accountability
  • the need to be first almost always trumps the need to be accurate and often entertainment value ranks higher than importance. Their financial motives for such reporting are patently obvious
  • No longer do most American students feel required to learn detailed material as vast quantities of information is instantly available via these search engines. For many students there is no need to personally study anything as reports on any topic can be acquired and regurgitated with ease. Missing in this educational process is the development of the mental agility to engage in any in-depth analysis
  • Assuming the ignorance of the majority of the audience, commentators and agenda-driven pundits alike often attempt to reduce extremely complex issues to a point of absurdity
  • Quotes comprised from whole cloth
  • Use of partial truths then departing into falsehood
  • Denial of facts is a common practice in willful ignorance
    • Sean McHugh
       
      This is the dark face/blatant misappropriation of Popper's falsification.
  • Prevalent among the nefarious tactics are some of the following: - The use of questions as if a statement of fact
  • Dishonorably executed, intentional misrepresentation of facts, coupled with the naïve replication of those statements by the gullible, will continue to proliferate
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