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Maggie Verster

Squizzing through OER Commons for free maths textbooks - 0 views

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    Open Education Resources (OER) are teaching and learning materials freely available online for everyone to use, whether you are an instructor, student, or self-learner. Examples of OER include: full courses, course modules, syllabi, lectures, homework assignments, quizzes, lab and classroom activities, pedagogical materials, games, simulations, and many more resources contained in digital media collections from around the world.
Ted Sakshaug

sciencecourseware.org - 14 views

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    The Virtual Courseware Project produces interactive, online simulations for the life science laboratory or for earth science field studies. The activities are designed to enhance an existing curriculum and include online assessments. They can be used by students ranging from middle school, high school, or college classrooms.
anonymous

Kinectic City - 28 views

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    Awesome interactive science activities in animation. Similar to Edheads.
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    interactive science simulations
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    Online science experiments, activities, games and challenges for k-12.
Eloise Pasteur

Clark Aldrich's Style Guide for Serious Games and Simulations: A Taxonomy of Interactivity - 0 views

  • Many conversations around interactivity in formal learning programs rests on the tools. Does WebEx allow polling? Can you have threaded conversations in Second Life? What if you gave keypads to members of an audience? And those are all good questions. But at the same time, we need to nurture cultures around interactivity that are independent of any technology. We need vocabulary and expectations around interactivity itself.Here's a suggestion, hopefully useful in practice if not in theory:
  • Level 0: The instructor speaks regardless of audience.
  • Level 1: The instructor pauses and asks single answer questions of the students.
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  • Level 2: The instructor tests the audience and based on the collective response, skips ahead or backtracks.
  • Level 3: The instructor asks multiple choice questions of the audience, where a student might have the opportunity to defend different answers, or the instructor asks real time polling questions for data.
  • Level 5: Students engage labs or other activities and create unique content; however, most solutions will fall into fairly common patterns if done enough times.
  • Level 4: Students engage labs or other activities that have a single, typically process solution, such as putting together an engine.
  • Level 6: The students engage in long, open ended activities, such as writing a story or creating and executing a plan, and where the class "ends up" is unpredictable.
  • Culture, not TechnologyBut again, while technology examples are included, all of this can be done in a traditional classroom.
  • The implication is not that Level 6 should always be used. Most programs will start ideally at Level 1, and then transition to Level 3, 4, 5, or even 6 as quickly as possible.
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    A discussion of, and model for how interactive your classes are - with a bias towards technology but the feet firmly in teaching in general.
Bill Montana

Reading, Writing, Arithmetic, and Lately, Coding - NYTimes.com - 4 views

  • Since December, 20,000 teachers from kindergarten through 12th grade have introduced coding lessons, according to Code.org, a group backed by the tech industry that offers free curriculums. In addition, some 30 school districts, including New York City and Chicago, have agreed to add coding classes in the fall, mainly in high schools but in lower grades, too. And policy makers in nine states have begun awarding the same credits for computer science classes that they do for basic math and science courses, rather than treating them as electives.
  • coding looks less like an extracurricular activity and more like a basic life skill, one that might someday lead to a great job or even instant riches.
  • But the momentum for early coding comes with caveats, too. It is not clear that teaching basic computer science in grade school will beget future jobs or foster broader creativity and logical thinking, as some champions of the movement are projecting. And particularly for younger children, Dr. Soloway said, the activity is more like a video game — better than simulated gunplay, but not likely to impart actual programming skills.
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  • “There’s a big demand for these skills in both the tech sector and across all sectors,” said Britt Neuhaus, the director of special projects at the office of innovation for New York City schools.
  • Then, in 2013, came Code.org, which borrowed basic Scratch ideas and aimed to spread the concept among schools and policy makers. Computer programming should be taught in every school, said Hadi Partovi, the founder of Code.org and a former executive at Microsoft. He called it as essential as “learning about gravity or molecules, electricity or photosynthesis.”
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    NYT article on coding movement, focusing on Mill Valley, CA. Coding should be taught in all schools.
Ed Webb

What's Wrong With the Teenage Mind? - WSJ.com - 19 views

  • Adolescence has always been troubled, but for reasons that are somewhat mysterious, puberty is now kicking in at an earlier and earlier age. A leading theory points to changes in energy balance as children eat more and move less.
  • Recent studies in the neuroscientist B.J. Casey's lab at Cornell University suggest that adolescents aren't reckless because they underestimate risks, but because they overestimate rewards—or, rather, find rewards more rewarding than adults do. The reward centers of the adolescent brain are much more active than those of either children or adults. Think about the incomparable intensity of first love, the never-to-be-recaptured glory of the high-school basketball championship. What teenagers want most of all are social rewards, especially the respect of their peers. In a recent study by the developmental psychologist Laurence Steinberg at Temple University, teenagers did a simulated high-risk driving task while they were lying in an fMRI brain-imaging machine. The reward system of their brains lighted up much more when they thought another teenager was watching what they did—and they took more risks.
  • What happens when children reach puberty earlier and adulthood later? The answer is: a good deal of teenage weirdness. Fortunately, developmental psychologists and neuroscientists are starting to explain the foundations of that weirdness.
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  • contemporary children have very little experience with the kinds of tasks that they'll have to perform as grown-ups. Children have increasingly little chance to practice even basic skills like cooking and caregiving. Contemporary adolescents and pre-adolescents often don't do much of anything except go to school. Even the paper route and the baby-sitting job have largely disappeared.
  • first with the industrial revolution and then even more dramatically with the information revolution, children have come to take on adult roles later and later. Five hundred years ago, Shakespeare knew that the emotionally intense combination of teenage sexuality and peer-induced risk could be tragic—witness "Romeo and Juliet." But, on the other hand, if not for fate, 13-year-old Juliet would have become a wife and mother within a year or two.
  • This control system depends much more on learning. It becomes increasingly effective throughout childhood and continues to develop during adolescence and adulthood, as we gain more experience. You come to make better decisions by making not-so-good decisions and then correcting them. You get to be a good planner by making plans, implementing them and seeing the results again and again. Expertise comes with experience.
  • Wide-ranging, flexible and broad learning, the kind we encourage in high-school and college, may actually be in tension with the ability to develop finely-honed, controlled, focused expertise in a particular skill, the kind of learning that once routinely took place in human societies. For most of our history, children have started their internships when they were seven, not 27
  • experience shapes the brain. People often think that if some ability is located in a particular part of the brain, that must mean that it's "hard-wired" and inflexible. But, in fact, the brain is so powerful precisely because it is so sensitive to experience. It's as true to say that our experience of controlling our impulses make the prefrontal cortex develop as it is to say that prefrontal development makes us better at controlling our impulses. Our social and cultural life shapes our biology.
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