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Sean McHugh

Tony Wagner: All Students Need Digital Portfolios - Pathbrite - 0 views

  • [Students need] three things: they need content knowledge, but that’s the easy part today. It’s online; you don’t need a teacher to acquire content. The world simply doesn’t care how much you know anymore because Google knows everything. What the world cares about, now that content has become a commodity, is what you can do with what you know. And that suggests the two other education outcomes that are absolutely critical, and to simplify them I call them skill and will. Students need a new set of skills to thrive for work learning and citizenship in the 21st century; and they need will, meaning motivation, and arguably the most important is motivation. Because if you are motivated you will continuously learn new skills and new content knowledge, which you will have to in this era, and its the thing we do the most damage to in our schools today.
  • We’re not giving kids work that is intrinsically interesting in the vast majority of our schools, and we’re spending far too much time on test prep, and the tests themselves are predominantly multiple choice factual recall tests that tell us absolutely nothing about work learning or citizenship readiness in the 21st century. Kids know it, and they’re bored out of their minds.
  • I think the whole idea of a digital portfolio is part of what I call Accountability 2.0, moving away from an over-reliance on stupid tests and moving towards really looking at student work and having students meet a performance standard for passing on to higher grades and for graduating from high school. And it […] can be an important factor in motivating kids to want to do better work.
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  • teachers have to give students work that demands critical thinking, problem solving, and that they expect a high standard for communication skills and collaboration skills. And the digital portfolio provides students with an opportunity to show mastery. And also—this is very important—to show progress over time.
  • the skills you need to succeed in a competitive academic environment bear absolutely no relationship to the skills you need to succeed in an innovation economy.
  • in fact the real world is evidence-based, not merely data driven. And a digital portfolio can be one of the best forms of evidence of competency and accomplishments.
Sean McHugh

Girls Should Play More Video Games, And Other Thoughts On "Cognitive Balance"... - 0 views

  • Girls should play more video games.
  • spatial skills matter: The ability to mentally manipulate shapes and otherwise understand how the three-dimensional world works turns out to be an important predictor of creative and scholarly achievements
  • spatial skills can be improved by training; these improvements persist over time; and they “transfer” to tasks that are different from the tasks used in the training
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  • the informal education children receive can be just as important as what they learn in the classroom. We need to think more carefully about how kids’ formal and informal educational experiences fit together, and how one can fill gaps left by the other.
  • The informal learning environments of television, video games, and the Internet are producing learners with a new profile of cognitive skills.
  • playing an action video game “can virtually eliminate” the gender difference in a basic capacity they call spatial attention, while at the same time reducing the gender difference in the ability to mentally rotate objects, a higher-level spatial skill
  • As kids grow older, much of the experience they get in manipulating three-dimensional objects comes from playing video games
    • Sean McHugh
       
      This is such a critical observation!
Sean McHugh

Do video games make people violent? - BBC News - 0 views

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    APA Report attempt to find causal links between video games & violence built on shoddy research.
Sean McHugh

Parents, Calm Down About Infant Screen Time | TIME - 1 views

  • Too much of the wrong kind of media can hurt infants, but that doesn't mean you need to practice total abstinence
  • total abstinence, that is to say families following the AAP’s recommendations, was actually associated with lower cognitive development, not higher
  • sensationalizing flawed studies that find negative relations.
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  • it really is not so simple as to say that screens are or aren’t good for infants. Nor is abstinence the answer. It’s more about using screens in a quality way, as when caregivers engage with infants while they watch and explain what they are seeing
  • ignoring data that doesn’t fit their scarier message
  • moderation is key
  • Don’t think of media as an either/or but something you can use with children and talk to them about
Sean McHugh

Yes, and… Thoughts on print versus digital reading by Kristin Ziemke | Nerdy ... - 0 views

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    Brilliant perspective in the need to broaden our understanding of literacy.
Sean McHugh

Why I don't limit screen-time for my kids - The Washington Post - 0 views

  • My husband and I never made a conscious decision to not limit screen time for our kids; we simply didn’t worry about it.
  • Our screens don’t isolate us from one another – they are another medium through which we interact.
  • technology is not mysterious. It doesn’t freak them out. It doesn’t control or oppress them. It’s a tool. They do homework on their iPads. They read books on e-readers for school and pleasure. They play games, watch videos, and chat with friends. It’s not a big deal. Screen time, for us, is still time spent together
Sean McHugh

How Much 'Screen Time' Is Too Much? Why That's The Wrong Question | Diana Graber - 0 views

  • The AAP's long-standing recommendation has been that kids' entertainment screen time be limited to less than one or two hours per day, and for kids under 2, none at all. But in a world where screens surround us -- in restaurants, gas stations, grocery store lines, as background ambiance at home (heck, even in pediatricians' waiting rooms) -- this recommendation is becoming nearly impossible to follow.
  • there is no easy answer to the question of "how much." So maybe parents need to start asking two new questions: "what" and "when."
  • "Quality content matters" says Dr. Chip Donohue, Director of the TEC Center at Erikson Institute, "What they watch is more important than how much"
Sean McHugh

Should Googling in exams be allowed? | Lola Okolosie and Chris McGovern | Comment is fr... - 0 views

  • pupils should be able to use Google during GCSE and A-level exams.
  • It’s perhaps best to concede that this is something that would work better in some subjects – history and geography come to mind – than others, and only then for particular questions. Colleagues in the languages department might well despair at the thought of exam scripts peppered with inexplicable phraseology gathered from Google Translate.
  • Why then pretend this isn’t a fact of 21st-century life, an important part of how grownups in the world of work conduct their research? The role of a teacher is varied. We are here to inspire, encourage, excite and prepare pupils for the wider world. It is bizarre to omit this cornerstone of modern life from our pupils’ most important educational experiences.
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  • Without a solid knowledge foundation, pupils won’t be able to conduct a quick and fruitful Google search anyway.
Sean McHugh

Inside the School Silicon Valley Thinks Will Save Education | WIRED - 0 views

  • AltSchool is a decidedly Bay Area experiment with an educational philosophy known as student-centered learning. The approach, which many schools have adopted, holds that kids should pursue their own interests, at their own pace.
  • AltSchool mixes in loads of technology to manage the chaos, and tops it all off with a staff of forward-thinking teachers set free to custom-teach to each student.
  • no administrators, no gymnasiums, no cafeterias, no hallways. There are no report cards and no bells
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  • AltSchools are more than just schools. They’re mini-research and development labs, where both teachers and engineers are diligently developing the formula for a 21st century education
  • the gap between the students (and teachers) using technology and the people building it needs to be as narrow as possible
  • letting kids learn primarily through independent projects rather than direct instruction
  • using tech tools to manage the mayhem of a personalized classroom
  • Ventilla’s goal is to bundle them up into what he calls an “operating system for a 21st century education” and license them to the education system at large.
  • The biggest failure of technology in schools is people thought there was some inherent value to technology, rather than saying the only value in technology is that it enhances teaching or engages kids
  • A lot of people looked at this through the technological lens rather than the teaching lens, and that’s a huge mistake
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    This is what a 21st Century school really looks like.
Sean McHugh

http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf - 0 views

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    The MindShift Guide to Digital Games and Learning.
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.
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