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Luciano Ferrer

Who's Asking? - Alfie Kohn - 0 views

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    "It seems only fitting to explore the role of questions in education by asking questions about the process of doing so. I propose that we start with the customary way of framing this topic and then proceed to questions that are deeper and potentially more subversive of traditional schooling. 1. WHICH QUESTIONS? To begin, let's consider what we might ask our students. The least interesting questions are those with straightforward factual answers. That's why a number of writers have encouraged the use of questions described variously as "true" (Wolf, 1987), "essential" (Simon, 2002), "generative" (Perkins, 1992; Perrone, 1998), "guiding" (Traver, 1998), or "fertile" (Harpaz & Lefstein, 2000). What the best of these share is that they're open-ended. Sometimes, in fact, no definitive right answer can be found at all. And even when there is one - or at least when there is reason to prefer some responses to others - the answer isn't obvious and can't be summarized in a sentence. Why is it so hard to find a cure for cancer? Do numbers ever end? Why do people lie? Why did we invade Vietnam? Grappling with meaty questions like these (which were among those generated by a class in Plainview, NY) is a real project . . . literally. A question-based approach to teaching tends to shade into learning that is problem- (Delisle, 1997) and project-based (Kilpatrick, 1918; Blumenfeld et al., 1991; Wolk, 1998). Intellectual proficiency is strengthened as students figure out how to do justice to a rich question. As they investigate and come to understand important ideas more fully, new questions arise along with better ways of asking them, and the learning spirals upwards. Guiding students through this process is not a technique that can be stapled onto our existing pedagogy, nor is it something that teachers can be trained to master during an in-service day. What's required is a continual focus on creating a classroom that is about thinking rather
Lorena Fernández

Social Media Style and Branding Guide - Tufts University - 1 views

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    This style and branding guide is aligned with the Tufts University visual identity and brand standards.
Luciano Ferrer

Sample Maker Rubric, by Lisa Yokana - 0 views

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    "This sample rubric from Lisa Yokana can help guide efforts to assess the materials and knowledge students come to understand through the process of making, as well as the habits of mind and qualities they demonstrate. For more information, read the associated post: "Creating an Authentic Maker Education Rubric." For an editable version of this rubric, check out this "Editable Sample Rubric.""
Luciano Ferrer

Teaching in a Digital Age, by @drtonybates - 0 views

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    "The book examines the underlying principles that guide effective teaching in an age when all of us, and in particular the students we are teaching, are using technology. A framework for making decisions about your teaching is provided, while understanding that every subject is different, and every instructor has something unique and special to bring to their teaching.The book enables teachers and instructors to help students develop the knowledge and skills they will need in a digital age: not so much the IT skills, but the thinking and attitudes to learning that will bring them success. Book release date (final version): 1 April 2015."
Xavier Abilla

What is the Flipped Classroom? - 0 views

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    A flipped class keeps student learning at the center of teaching. Like the best classes have always done, this approach supports instructors playing their most important role of guiding their students to deeper thinking and higher levels of application.
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    Otra visión para profundizar con los contenidos del curso.
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    Merece la pena investigar en nuevas formas de enseñar.
mmc

Preguntas que hacerse antes de comprar tecnología para las aulas (en inglés) - 2 views

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    Para los equipos directivos puede estar bien reflexionar sobre estas preguntas antes de plantear nuevas adquisiciones TIC para un centro escolar.
evasociales

Guía de aprendizaje de dispositivos móviles - 1 views

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    Guía práctica sobre cómo empezar a usar dispostivos móviles en el aula desde la educación Primaria en adelante.
Jose Baños

Mobile devices for learning. Guías en Edutopia.org - 1 views

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    Página de Edutopia.org dónde podemos descargar, entre otras, una guía relacionada con el uso de móviles en el aula
Miguel Barrera

Twitter Guide Sept 2011 - Twitter_Guide_Sept_2011.pdf - 0 views

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    Guía en inglés para la utilización de twitter. interesante guía de estilos tuiteros. por la London School of Ecoomics
Luciano Ferrer

No todo vale en ABP (Aprendizaje Basado en Proyectos) | Blog de INTEF - 0 views

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    "A pesar de la multitud de cursos, artículos y libros sobre Aprendizaje Basado en Proyectos (ABP), muchos docentes siguen "haciendo proyectos" en lugar de "trabajar por proyectos". La diferencia es vital. Por ello, antes de lanzarse a la aventura de poner en marcha un proyecto que potencie el aprendizaje de nuestros estudiantes, quizá sea necesario releer a "los clásicos". El artículo The Main Course, Not Dessert de John Larmer y John R. Mergendoller, del Buck Institute for Education (2010), describe el proyecto en ABP como un plato principal rico en contenidos curriculares y en competencias clave para la sociedad del siglo XXI, no como un postre en el que aplicar los contenidos vistos en clases anteriores. El proyecto como plato principal del aprendizaje: Pretende enseñar contenido significativo. Los objetivos de aprendizaje planteados en un proyecto derivan de los estándares de aprendizaje y competencias clave de la materia. Requiere pensamiento crítico, resolución de problemas, colaboración y diversas formas de comunicación. Para responder la pregunta guía que lanza el proyecto y crear trabajo de calidad, los alumnos necesitan hacer mucho más que memorizar información. Necesitan utilizar capacidades intelectuales de orden superior y además aprender a trabajar en equipo. Deben escuchar a otros y también ser capaces de exponer con claridad sus ideas. Ser capaces de leer diferentes tipos de materiales y también de expresarse en diferentes formatos. Estas son las llamadas capacidades clave para el siglo XXI. La investigación es parte imprescindible del proceso de aprendizaje, así como la necesidad de crear algo nuevo. Los alumnos deben formular(se) preguntas, buscar respuestas y llegar a conclusiones que les lleven a construir algo nuevo: una idea, una interpretación o un producto. Está organizado alrededor de una pregunta guía (driving question en inglés) abierta. La pregunta guía centra el trabajo de los estudia
Luciano Ferrer

¿Quieres montar elBulli en tu colegio? - Ferran Adrià - 0 views

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    "Inspirada en la exposición 'Ferran Adrià. Auditando el proceso creativo', la guía 'Manos a la obra' implica a todo el centro educativo: los alumnos analizan, proponen y ejecutan los cambios para crear ambientes más cómodos y que potencien la creatividad; y los profesores se convierten en los conductores de la actividad y en los responsables de promover el empoderamiento de los alumnos como ejecutores de la actividad. "¿Cómo hemos llegado hasta aquí?", "Repensar el presente" y "construir el futuro". Esta guía didáctica recoge las pautas para promover el espíritu de curiosidad, autocrítica y superación creativa en el centro de estudio. Algunos colegios como el 'Estudiantes Las Tablas' o el 'Alameda de Osuna' ya han implementado el proceso creativo de Adrià en sus aulas."
Luciano Ferrer

Ventajas del aprendizaje basado en juegos o Game-Based Learning (GBL) | aulaPlaneta - 0 views

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    "El aprendizaje basado en juegos o Game-Based Learning (GBL) consiste en la utilización de juegos como vehículos y herramientas de apoyo al aprendizaje, la asimilación o la evaluación de conocimientos. Se trata de una metodología innovadora que ofrece tanto a los alumnos como a los profesores una experiencia educativa diferente y práctica que se puede aplicar a una materia o tema o integrar varias asignaturas. Si se opta por los juegos educativos digitales y el uso de las TIC, el GBL supone una aproximación muy completa que además trabaja la alfabetización digital. Te explicamos las principales ventajas de este método de aprendizaje para que te animes a probarlo el próximo curso. OCHO VENTAJAS DEL GAME-BASED LEARNING (GBL) 1. Motiva al alumno. Una de las principales ventajas del GBL es su capacidad para captar la atención de los alumnos, ya que les proporciona un entorno que les gusta, les divierte y les resulta muy motivador. El juego dinamiza la clase, despierta el interés previamente y lo mantiene durante todo el desarrollo, no solo por la victoria final sino también por la propia práctica lúdica. 2. Ayuda a razonar y ser autónomo. El juego plantea al alumno situaciones en las que debe reflexionar y tomar las decisiones adecuadas, solventar fallos y reponerse de las derrotas. Con este método de aprendizaje no solo estará asimilando conceptos de la asignatura o del tema en el que se centre el juego, sino que además estará desarrollando capacidades cognitivas a través del pensamiento crítico, el análisis de la realidad y la resolución de problemas. 3. Permite el aprendizaje activo. El aprendizaje GBL da la posibilidad de ejercitar los conocimientos de manera práctica. Al aprender haciendo el alumno experimenta, practica la prueba-error, establece relaciones entre conocimientos previos y nuevos y toma decisiones para mejorar. 4. Da al alumno el control de su aprendizaje. Mediante el juego el niño o adolescente logra un fe
Luciano Ferrer

Cómo aplicar en diez pasos el aprendizaje basado en la resolución de problema... - 0 views

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    "El aprendizaje basado en la resolución de problemas o Problem-Based Learning (PBL) es una metodología que sitúa a los alumnos en el centro del aprendizaje y les dota de responsabilidad para resolver con autonomía determinados retos. Diez pasos para trabajar con la resolución de problemas 1. Planificación. 2. Organización de los grupos. 3. Presentación del problema y aclaración de términos. 4. Definición del problema. 5. Lluvia de ideas. 6. Planteamiento de respuestas e hipótesis. 7. Formulación de los objetivos de aprendizaje. 8. Investigación. 9. Síntesis y presentación. 10. Evaluación y autoevaluación." En más detalle por el enlace...
Carlos Magro

The Computer Delusion - The Atlantic - 7 views

  • IN 1922 Thomas Edison predicted that "the motion picture is destined to revolutionize our educational system and ... in a few years it will supplant largely, if not entirely, the use of textbooks."
  • William Levenson, the director of the Cleveland public schools' radio station, claimed that "the time may come when a portable radio receiver will be as common in the classroom as is the blackboard.
  • B. F. Skinner, referring to the first days of his "teaching machines," in the late 1950s and early 1960s, wrote, "I was soon saying that, with the help of teaching machines and programmed instruction, students could learn twice as much in the same time and with the same effort as in a standard classroom."
  • ...39 more annotations...
  • a bridge to the twenty-first century ... where computers are as much a part of the classroom as blackboards
  • We could do so much to make education available twenty-four hours a day, seven days a week, that people could literally have a whole different attitude toward learning
  • Larry Cuban, a professor of education at Stanford University and a former school superintendent, observed that as successive rounds of new technology failed their promoters' expectations, a pattern emerged
  • Today's technology evangels argue that we've learned our lesson from past mistakes
  • The promoters of computers in schools again offer prodigious research showing improved academic achievement after using their technology
  • killed its music program last year to hire a technology coordinator
  • The possibilities of using this thing poorly so outweigh the chance of using it well, it makes people like us, who are fundamentally optimistic about computers, very reticent
  • Perhaps the best way to separate fact from fantasy is to take supporters' claims about computerized learning one by one and compare them with the evidence in the academic literature and in the everyday experiences I have observed or heard about in a variety of classrooms.
  • Computers improve both teaching practices and student achievement.
  • Computer literacy should be taught as early as possible; otherwise students will be left behind.
  • To make tomorrow's work force competitive in an increasingly high-tech world, learning computer skills must be a priority.
  • Technology programs leverage support from the business community—badly needed today because schools are increasingly starved for funds.
  • Work with computers—particularly using the Internet—brings students valuable connections with teachers, other schools and students, and a wide network of professionals around the globe.
  • Connecting K-12 Schools to the Information Superhighway
  • begins by citing numerous studies that have apparently proved that computers enhance student achievement significantly
  • n the early 1980s Apple shrewdly realized that donating computers to schools might help not only students but also company sales, as Apple's ubiquity in classrooms turned legions of families into Apple loyalists
  • there is scant evidence of greater student achievement.
  • They're especially weak in measuring intangibles such as enthusiasm and self-motivation
  • Computers in classrooms are the filmstrips of the 1990s
  • Apple quickly learned that teachers needed to change their classroom approach to what is commonly called "project-oriented learning
  • students learn through doing and teachers act as facilitators or partners rather than as didacts.
  • the guide on the side instead of the sage on the stage
  • But what the students learned "had less to do with the computer and more to do with the teaching,
  • Even in success stories important caveats continually pop up. The best educational software is usually complex — most suited to older students and sophisticated teachers.
  • Part of the answer may lie in the makeup of the Administration's technology task force
  • Each chapter describes various strategies for getting computers into classrooms, and the introduction acknowledges that "this report does not evaluate the relative merits of competing demands on educational funding
  • Hypertext Minds
  • Today's parents, knowing firsthand how families were burned by television's false promises, may want some objective advice about the age at which their children should become computer literate
  • Opinions diverge in part because research on the brain is still so sketchy, and computers are so new, that the effect of computers on the brain remains a great mystery.
  • that the mediated world is more significant than the real one.
  • n the past decade, according to the presidential task force's report, the number of jobs requiring computer skills has increased from 25 percent of all jobs in 1983 to 47 percent in 1993
  • told me the company rarely hires people who are predominantly computer experts, favoring instead those who have a talent for teamwork and are flexible and innovative
  • Many jobs obviously will demand basic computer skills if not sophisticated knowledge. But that doesn't mean that the parents or the teachers of young students need to panic.
  • NEWSPAPER financial sections carry almost daily pronouncements from the computer industry and other businesses about their high-tech hopes for America's schoolchildren
  • High-tech proponents argue that the best education software does develop flexible business intellects
  • IT is hard to visit a high-tech school without being led by a teacher into a room where students are communicating with people hundreds or thousands of miles away — over the Internet or sometimes through video-conferencing systems (two-way TV sets that broadcast live from each room).
  • The free nature of Internet information also means that students are confronted with chaos, and real dangers
  • We need less surfing in the schools, not more
  • chooling is not about information. It's getting kids to think about information. It's about understanding and knowledge and wisdom
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    The Atlantic covers consequential news and ideas in politics, business, entertainment, technology, health, education, and global affairs.
Luciano Ferrer

Una imagen comprensiva del Flipped Learning | The Flipped Classroom - 0 views

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    "imagen "comprensiva" del Flipped Learning, esta vez adaptada de una infografía de Circulus Education"
Luciano Ferrer

Cuadro que compara Projectos y Aprendizaje basado en projectos (en inglés) - 0 views

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    This is the difference between 'projects' and 'project-based learning' - Daily Genius
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