Should Googling in exams be allowed? | Lola Okolosie and Chris McGovern | Comment is fr... - 0 views
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pupils should be able to use Google during GCSE and A-level exams.
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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.
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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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Inside the School Silicon Valley Thinks Will Save Education | WIRED - 0 views
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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.
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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.
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no administrators, no gymnasiums, no cafeterias, no hallways. There are no report cards and no bells
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Tony Wagner: All Students Need Digital Portfolios - Pathbrite - 0 views
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[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.
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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.
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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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Children benefit from the right sort of screen time. - 0 views
The Touch-Screen Generation - The Atlantic - 0 views
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he hands are the instruments of man’s intelligence
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In 2011, the American Academy of Pediatrics updated its policy on very young children and media. In 1999, the group had discouraged television viewing for children younger than 2, citing research on brain development that showed this age group’s critical need for “direct interactions with parents and other significant care givers.” The updated report began by acknowledging that things had changed significantly since then.
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To date, no body of research has definitively proved that the iPad will make your preschooler smarter or teach her to speak Chinese, or alternatively that it will rust her neural circuitry—the device has been out for only three years, not much more than the time it takes some academics to find funding and gather research subjects. So what’s a parent to do?
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Can Technology Be a Teaching Tool for Toddlers, Preschoolers? | Common Sense Media - 0 views
Study finds Portal 2 better at improving cognitive skills than Lumosity - 0 views
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he video game Portal 2 is better at improving cognitive skills than the "brain-trainer" Lumosity—a web based system that has been designed to improve such skills
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The researchers found that those who had played Portal 2 showed a "statistical advantage" over those who'd played Lumosity—they note that the reverse was never true with any of the volunteer
Literature, Ethics, Physics: It's All In Video Games At This Norwegian School | MindShift - 0 views
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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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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.
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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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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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