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Jeff Johnson

Research Review: Multimodal Learning Through Media | Edutopia - 0 views

  • The Metiri Group's report disputes the widely debated Cone of Experience theory, which says each of us learns 10 percent of what we read, 20 percent of what we hear, 30 percent of what we see, 50 percent of what we hear and see, 70 percent of what we say or write, and 90 percent of what we say as we do a thing. (The rampant misrepresentation of researcher Edgar Dale's valid model of classifying learning styles is discussed in this entry in the blog of educational consultant Will Thalheimer.) After an extensive search, the report's authors were unable to find any empirical evidence supporting this breakdown. Contrary to popular opinion, research shows that lessons in which students interact with material, rather than passively absorb it, are not always better.
Katy L

Ed/ITLib Digital Library → Learning through Design and Construction in Multi-... - 0 views

  • Cram, A., Hedberg, J., Lumkin, K. & Eade, J. (2010). Learning through Design and Construction in Multi-User Virtual Environments: Opportunities, Challenges and an Emerging Project. In Proceedings of Global Learn Asia Pacific 2010 (pp. 1185-1194). AACE.Retrieved from http://www.editlib.org/p/34325.
  • Andrew Cram, John Hedberg, Macquarie University, Australia; Katy Lumkin, Jan Eade, NSW Department of Education and Training, Australia
  • There are now several implementations of multi-user virtual environments (MUVEs) that have produced evidence of their educational validity. These implementations, however, do not make full use of the educational possibilities offered by MUVEs – namely the potential for students to learn through design and construct of artefacts within the virtual environment. This paper outlines a design-based research project that aims to implement and evaluate a MUVE that focuses on student design and construction of in-world artefacts. The discussion covers theoretical groundings, the challenges of construction and outlines a progression of activities that meet these challenges. An initial pilot study is described and reported.
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    Cram, A., Hedberg, J., Lumkin, K. & Eade, J. (2010). Learning through Design and Construction in Multi-User Virtual Environments: Opportunities, Challenges and an Emerging Project. In Proceedings of Global Learn Asia Pacific 2010 (pp. 1185-1194). AACE. Retrieved from http://www.editlib.org/p/34325.
Sharon Elin

"If We Didn't Have Today's Schools, Would We Create Today's Schools?" - 0 views

    • Sharon Elin
       
      This analogy of equipping sailing vessels with steam engines works well as an illustration of technology being plugged into traditional classrooms.
  • We need to get the teacher into the game. The teacher needs to get in there and be part of the learning process, actively engaged in solving the problem with the students and learning with the students—not teaching but modeling learning with the students by functioning as an expert learner solving problems and constructing new knowledge with the students.
  • modeling the learning process
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  • we will get the same result if we introduce modern learning technologies in our schools but do not prepare teachers to work in this new learning environment.   If we want to take advantage of these new technologies and the billions we are investing in equipment for our schools, we have to prepare teachers very differently than we have in the past. We have to change our own model of teaching and instruction in higher education.
  • Any organization that adopts a new technology without significant organizational change is doomed to failure. You have to change the organization. You cannot just add the technology. You have to actively work on changing the roles of the teachers, the roles of the students, the roles of the parents, and the roles of the administrators, and start to work toward building new relationships and new structures
  • Trying to introduce new technologies into schools without these changes would be similar to efforts in the sailing industry during the 1800s, when steam engines were installed in wooden sailing ships.
  • We will not get out of our wooden ship schools until we use communication technologies for two-way interactivity that allows us to collaboratively construct the learning experience and new knowledge.
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    CITE Journal Article
Jeff Johnson

Bloom's Taxonomy Blooms Digitally, Andrew Churches - 3 views

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    In the 1990's, a former student of Bloom, Lorin Anderson, revised Bloom's Taxonomy and published this- Bloom's Revised Taxonomy in 2001.Key to this is the use of verbs rather than nouns for each of the categories and a rearrangement of the sequence within the taxonomy. They are arranged below in increasing order, from low to high.
Rhondda Powling

Spark | CBC Radio | Your Homework: Make Wikipedia Better - 0 views

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    One teacher's students worked together in small groups to research, edit and improve the quality of "Wikipedia articles that were either overly brief or lacking in credible information, with the aim of increasing the quality of Wikipedia's coverage of East Asian religions." Once the improved articles were completed and graded, Chris added the articles back into Wikipedia
Jeff Johnson

Is Technology Producing A Decline In Critical Thinking And Analysis? - 0 views

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    As technology has played a bigger role in our lives, our skills in critical thinking and analysis have declined, while our visual skills have improved, according to research by Patricia Greenfield, UCLA distinguished professor of psychology and director of the Children's Digital Media Center, Los Angeles. Learners have changed as a result of their exposure to technology, says Greenfield, who analyzed more than 50 studies on learning and technology, including research on multi-tasking and the use of computers, the Internet and video games. Her research was published this month in the journal Science.
Jennifer Dorman

Music Explorer - 0 views

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    Music Explorer is powered and updated by the real iDing activities of over 20 million users and provides you with a diversity of tracks or artists you might be interested in, based on the starting point of your journey. Explorer gives you this as a 'map' of related artists, tracks or users based on how many other members have tagged these as well as your original track or artist.
Jeff Johnson

The Laptops Are Coming! The Laptops Are Coming! (Rethinking Schools Online Summer 2008) - 0 views

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    What I am learning from my school's infatuation with computers When I first learned that all of my students were getting laptops, I thought it was an educator's dream come true. One year later, I look at the situation differently. Like many progressive educators, I have regarded computers and other technology in schools as important tools to help students understand the world around them. I also hoped that providing all students with laptops would address the digital divide. But after an exhausting year, I have learned that before adopting the technology on a wide scale, it is essential for schools to first consider the potential promises and perils of using technology in the classroom. I believe that social justice educators must ask ourselves and our schools: What are the ethics and power structures involved in using a technology, and how do we create a learning environment to discuss and track the impact of technology on the cognitive, social and emotional development of both students and educators.
Rhondda Powling

CO2 emissions, birth & death rates by country, simulated real-time - 0 views

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    This is a stunning example of what 'good design' can bring to the understanding of statistical information. Good use of colour, layout and typographic information helps create a more engaging (and potentially more easily understood) reality. There are numerous uses for this; not least in playful and enjpyable learning. "A visual real-time simulation that displays the carbon dioxide (CO2) emissions, birth rates, and death rates of every country in the world."
Jeff Johnson

Presentation Zen: Robert McKee on the power of story - 0 views

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    As children we were naturally good at telling stories about events or topics that mattered and learning from others via their stories, but as we became older we were taught that serious people relied only on presenting information and "the facts." Accurate information, sound logic, and the facts are necessary, of course, but truly effective leaders in any field - including technical ones - know how to tell "the story" of their particular research endeavor, technological quest, or marketing plan, etc.
Jennifer Dorman

Wordie - 0 views

  • Wordie lets you make lists of words and phrases. Words you love, words you hate, words on a given topic, whatever. Lists are visible to everyone but can be added to by just you, a group of friends, or anyone, as you wish.
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    Wordie lets you make lists of words and phrases. Words you love, words you hate, words on a given topic, whatever. Lists are visible to everyone but can be added to by just you, a group of friends, or anyone, as you wish.
Clif Mims

EdTech Action Network - 0 views

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    "ETAN provides a forum for educators and others to engage in the political process and project a unified voice in support of a common cause - improving teaching and learning through the systemic use of technology. ETAN's mission is to influence public policy-makers at the federal, state and local levels and to increase public investment in the competitiveness of America's classrooms and students."
Jeff Johnson

Digital Storytelling - 0 views

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    Storytelling is the original teaching tool. Long before there was formal schooling grandparents and parents there were stories. These stories provided children in the community with the knowledge base they needed to survive as an adult. With the introduction of the printing press and the the development of formal schools the role of storytelling in education was diminished. Yet, we still know how a powerful story can capture out attention, fire our imagination, and make clear a difficult idea or concept
Jennifer Dorman

PhD Comics brain development infographic : Neurophilosophy - 5 views

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    This cartoon by Dwayne Godwin, a professor of neurobiology at Wake Forest University School of Medicine, and Jorge Cham, the former researcher and cartoonist who created PhD Comics, has won first place in the informational graphics category of the 2009 International Science and Engineering Visualization Challenge.  
Jeff Johnson

Classroom Technology 'Woefully Inadequate,' Study Finds : June 2008 : THE Journal - 0 views

  • Educators are, in large part, bullish on the role technology can play in improving student outcomes. But too large a percentage of them aren't receiving adequate training in the areas that matter most: instructional software, technology integration, learning outcomes management, and designing individual lesson plans. This according to a study released last week by the National Education Association and the American Federation of Teachers, which also described access to classroom technology as "woefully inadequate" in most schools.
  • Educators are, in large part, bullish on the role technology can play in improving student outcomes. But too large a percentage of them aren't receiving adequate training in the areas that matter most: instructional software, technology integration, learning outcomes management, and designing individual lesson plans.
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    Educators are, in large part, bullish on the role technology can play in improving student outcomes. But too large a percentage of them aren't receiving adequate training in the areas that matter most: instructional software, technology integration, learning outcomes management, and designing individual lesson plans.
Jeff Johnson

Transliteracy / Participatory Media Literacy - 0 views

  • Transliteracy is a new term derived from the verb 'to transliterate', meaning to write or print a letter or word using the closest corresponding letters of a different alphabet or language. Today we extend the act of transliteration and apply it to the increasingly wide range of communication platforms and tools at our disposal. From early signing and orality through handwriting, print, TV & film to networked digital media, the concept of transliteracy provides a cohesion of communication modes relevant to reading, writing, interpretation and interaction.
Melissa Smith

How Twitter in the Classroom is Boosting Student Engagement - 4 views

  • pass in hand-written notes for the TA to tweet after class.
  • rgue contentious issues outside of class
  • Twitter chatter during class spilled over into the students’ free time
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  • sense of each other as people beyond the classroom space
  • classroom conversation became more productive
  • students find themselves checking the feed after hours because the public trail of Twitter chatter doubles as an excellent study aid
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    college based Twitter in classroom use, but applicable in lower grades. could use edmodo, google docs, etherpads, etc to foster same type of activity
Rhondda Powling

Student Review App Rubric.pdf - Google Drive - 1 views

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    Susan Mutt from Digital Divide and Conquer has created a great rubric to assist students in understanding and analyzing the apps they find. The Student App Review Rubric has five criteria that students can use when assessing an app. Each of the criteria can be given a numerical number from 0 to 4 with 4 as the top grade. The 5 criteria are: 1. Looks and sound, 2. Engagement and motivation. 3. User friendly directions and instructions. 4. Performance and ease of use. 5. Differentiation in learning.
Rhondda Powling

250+ Free Stock Photography Sites | Media Militia - 4 views

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    A post highlighting sources of (and linking to) free stock images. You mshould read the rules and regulations for the stock at hand, being they are free. You may have to dig through some of the sites to find the free stock photos.
Jeff Johnson

New Computer Game, Spore, Takes Cues From Evolutionary Biology - NYTimes.com - 0 views

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    Spore, produced by Electronic Arts, promises much more than the day-to-day adventures of simulated people. It starts with single-cell microbes and follows them through their evolution into intelligent multicellular creatures that can build civilizations, colonize the galaxy and populate new planets. Unlike the typical shoot-them-till-they're-all-dead video game, Spore was strongly influenced by science, and in particular by evolutionary biology. Mr. Wright will appear in a documentary next Tuesday on the National Geographic Channel, sharing his new game with leading evolutionary biologists and talking with them about the evolution of complex life.
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