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Jon Hall

Presentation Skills - 0 views

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    Hone in on your presentation skills for all classes.
Aidan Clemente

Funbrain.com's MathCar Racing Game - 1 views

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    Improve your logical and mathematical skills.
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    I thought that this was a fun little game! Gotta love that Nascar! Gotta love that Mathcar!!
Megan Keller

Smart Board Favorites - 0 views

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    This website provides fun activities for a variety of age ranges and skill levels for students.
Lisa Matson

text2mindmap - 2 views

shared by Lisa Matson on 10 Feb 09 - Cached
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    This is a web application that creates a "mindmap" out of a list of words. It can be used to help students develop skills in grouping and organizing information
susan whitney

Applying Bloom's Taxononomy - 0 views

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    This is a great site that talks about the three learning domains of students: cognitive (knowledge), affective (attitude) and phychomotor (skills). I learned a lot reading this and found it insightful.
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    This site explains the need for certain revisions to Bloom's Taxonomy because fifty + years have passed since its original inception and teaching methods, learning styles and such ave changed drastically in that time. This site discusses a revision of the taxonomy which combines the cognitive and knowledge domains into systems which help teachers individualize instruction and best serve the needs and learning styles of students.
Aidan Clemente

Bloom's Taxonomy of Educational Objectives - 0 views

  • 1. Knowledge (Remembering previously learned material)
  • Mathematics: State the formula for the area of a circle.
  • 2. Comprehension (Grasping the meaning of material)
  • ...11 more annotations...
  • Mathematics: Given the mathematical formula for the area of a circle, paraphrase it using your own words.
  •  3. Application (Using information in concrete situations)
  • Mathematics: Compute the area of actual circles.
  • Mathematics: When you have finished solving a problem (or when a peer has done so) determine the degree to which that problem was solved as efficiently as possible.
  • 4. Analysis (Breaking down material into parts)
  • 5. Synthesis (Putting parts together into a whole)
  • Mathematics: Apply and integrate several different strategies to solve a mathematical problem.
  • 6. Evaluation (Judging the value of a product for a given purpose, using definite criteria)
  • Mathematics: Given a math word problem, determine the strategies that would be necessary to solve it.
  •  Bloom's use of the term application differs from our normal conversational use of the term. When working at any of the four highest levels of the taxonomy, we "apply" what we have learned. At the application level, we "just apply." At the higher levels, we "apply and do something else."
  • The main value of the Taxonomy is twofold: (1) it can stimulate teachers to help students acquire skills at all of these various levels, laying the proper foundation for higher levels by first assuring mastery of lower-level objectives; and (2) it provides a basis for developing measurement strategies to assess student performance at all these levels of learning.
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    has good links at the bottom
Aidan Clemente

Algebra Applies to the Real World? No Way! - 0 views

  • This lesson employs the skills of Bloom’s Taxonomy, which include three overlapping domains: the cognitive, psychomotor, and affective. Bloom’s Taxonomy aids these domains through steps of educational objectives: knowledge, understanding, application, analysis, synthesis, and evaluation, all of which are used in the situation cards portion of this lesson.
lauren heller

Technology makes art education a bigger draw: Sophisticated software and new online col... - 1 views

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    "In one elementary school lesson, Ponton shows students a professional artist's drawing and then uses DrawPlus to break the image down into its basic shapes. Students are told to put those shapes back together, and in the process, they begin learning how basic shapes can be used to create more complicated images."
Lauren Panton

Globaloria - 0 views

  • Established by the World Wide Workshop Foundation in the spring of 2006, the Globaloria Program prepares young people ages 12 and up to create educational games and interactive simulations, for their own personal and professional development, and for the social and economic benefit of their communities.
  • Globaloria is an engaging, student-centered delivery mechanism to teach STEM subjects (Science, Technology, Engineering, and Mathematics). Along the way, students also learn game design, programming, wiki formatting, writing, and multimedia production skills.
Tierra Faulkner

Great K-3 SMARTboard Sites - 0 views

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    Smartboard websites for K-3. A great resource for cool lessons
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    elementary smartboard lessons
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