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Allie

Effects of Technology on Classrooms and Students - 0 views

  • When students are using technology as a tool or a support for communicating with others, they are in an active role rather than the passive role of recipient of information transmitted by a teacher, textbook, or broadcast.
  • The teacher is no longer the center of attention as the dispenser of information, but rather plays the role of facilitator, setting project goals and providing guidelines and resources, moving from student to student or group to group, providing suggestions and support for student activity
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    This was both interesting and helpful. All teacher especially teachers who believe technology should not be in the classroom should understand the benefits of technology. Motivation is one benefit that stuck out to me because it makes sense to use modern tools to help students accomplish more and want to learn.
Benjamin Hindman

Let Them Play: Video gaming in education - 0 views

  • I started my 4th-grade students up on an updated version of Lemonade Stand.
  • The kids all wanted to make money and, within less than an hour, my English-language learning students were appropriately using words like net profit and assets.
  • allow students to play educational games as part of a facilitated lesson have  students create video games for their classmates or younger students use game design principles in curriculum design
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  • the added visual and audio effects, video games deliver information to students’ brains in a much more effective envelope.
  • research has shown that educational video games can increase student achievement, as well as spatial reasoning skills, compared to more traditional instruction.
  • Mission-based video games are about more than just getting students to memorize facts. Video games have been shown to teach literacy, problem-solving, perseverance, and collaboration.
  • Most video games offer students opportunities to both gain knowledge and, more importantly, immediately utilize that knowledge to solve a problem.
  • This immediate application of knowledge, coupled with the inherent fun of video games, engages and motivates students far better than many traditional lessons could. Students become problem solvers who can think through complex missions to find the best possible solution.
  • And because students are so motivated to find a solution, they will often take risks they might otherwise be too scared to take in the classroom.
  • Not only is he gaining valuable collaborative and leadership skills, he’s also becoming a true global citizen.
  • With any in-class activity, our job as teachers is to help students transfer that knowledge so they can use it in scenarios outside of that day’s lesson. The same goes for educational games.
  • Because students were in the lab, they weren’t bored enough to cause trouble during their down-time. Plus, teachers started seeing some intriguing self-regulation habits take form. With a limited number of controllers, students were politely asking and offering to take turns in the game lab, without adult intervention. And the lab attracted a variety of kids — girls, boys, special education students, kids from all socio-economic backgrounds. Students who normally never interacted were playing together.
  • School leaders contend that by building video games that work, students begin to understand complex systems, which will give them valuable knowledge as they enter the workforce.
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    A very interesting look at gaming in education.  This site also provides ideas and suggestions for integration of games into the classroom.
Emily Wampler

The 7 Levels of School Consciousness | Education Is My Life - 0 views

    • Emily Wampler
       
      I like this diagram!  Gives us something a little higher to aim for than just a perfect test score. 
  • The “higher” needs, levels 5 to 7, focus on the cultural cohesion and values alignment; mutually beneficial alliances and partnerships with other schools and the local community; and a strong focus on social responsibility. The emphasis at these higher levels is on enhancing the common good of all stakeholders—students, employees, parents, the local community, and society at large. Abraham Maslow referred to these as “growth” needs. When these needs are fulfilled they do not go away. They engender deeper levels of commitment and motivation.
  • For better or worse, our high schools in the US have many extracurricular opportunities for students to feel that sense of culture with each other.
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    • Emily Wampler
       
      And yet doesn't research also show that you are more likely to get a job with a degree than not?  But maybe the learning doesn't transfer, just the piece of paper saying you completed a program...  Hmmm...
  • “It’s Never Mattered That American Schools Lag Behind Other Countries”?
  • Focusing on performance and results should happen, but in order to take a school from “good to great”, the focus has to eventually change. Once stakeholders realize that their school is judged by more than test scores, real change can happen.
Lyndsay Kilberg

Education World: Tools to Motivate Your Students - 0 views

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    interesting article on the use of extrinsic rewards in the classroom
Megan Cleary

Digital Storytelling: Extending the Potential for Struggling Writers | Reading Topics A... - 0 views

  • While some young writers may struggle with traditional literacy, tapping into new literacies like digital storytelling may boost motivation and scaffold understanding of traditional literacies
  • Creating digital stories invites students to employ old and new literacies, and through the process of creating a movie they erect, explore, and exhibit other literacies
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    Interesting take on digital storytelling as a helpful approach for students struggling with traditional literacy.
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