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Michael Stevenson

Clark-Kozma: Debate Reemerges - 0 views

  • Assigning too much influence to media can lead to the design/ development of sloppy, ineffective instructional materials that are accepted by technologists and users simply because they utilize CBI, interactive video, or other 'high-status' delivery media. Assigning too little influence to media, on the other hand, may discourage reflective thinking by designers about which media can best convey the instructional strategies needed to achieve instructional objectives (p. 6).
    • Michael Stevenson
       
      Ross (1994) provides a really good middle ground position between Clark and Kozma.
Lisa Johnson, Ph.D.

Clark's "10 facts about learning that are scientifically proven and interesting for tea... - 0 views

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    Donald Clark Plan B blog post... dare we call them "facts". Why not. Serves as a useful reminder when creating new designs or revising tired ones.
Lisa Johnson, Ph.D.

Kirschner, Sweller, and Clark's "Analysis of the Failure of Constructivist, Discovery, ... - 0 views

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    Grabbed from the Half an Hour blog ... it's an argument to consider. http://halfanhour.blogspot.com/2007/11/kirschner-sweller-clark-2006-summary.html
Ruth Howard

Donald Clark Plan B - 5 views

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    The Extraordinary and the ordinary- the projected trajectories of current computer technologies and their application for sustained mind controlling outcomes. It's already here- we will be interacting with computers with our minds. Incredible applications for learning.
Claude Almansi

Retreat of Reno's Command - C. Szwedzicki: The North American Indian Works - 0 views

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    "Collection: C. Szwedzicki: The North American Indian Works Work Record ID: 219 Reproduction Record ID: 219 Work Class: depictions Work Type: print Title: Retreat of Reno's Commnand Title Type: constructed title Title: Sioux Indian painting Title Type: collective title Measurements: 11.40 x 19.05 in (28.96 x 48.39 cm) on sheet 15.30 x 19.50 in (38.86 x 49.53 cm) Measurement Type: dimensions Material: paper (fiber product) Material Type: support Inscription: Image Top Center: Custer Battle Field / June 25 and 26 1876 / Crazy Horse Inscription: Above Image Right: 8 [Plate Number] Creator: Bad Heart Bull, Amos, 1869-1913 Creator Dates: 1869-1913 Creator Nationality: Oglala Lakota Creator Name Variant: Bad Heart Buffalo (Tatanka Cante Sice) Creator Type: personal name Creator Role: painter Date: 1938 Location: Little Bighorn Battlefield (Mont.) Repository: Archives and Rare Books Library, University Libraries, University of Cincinnati, Cincinnati, Ohio Repository Type: current repository ID Number: 8 ID Number Type: plate number ID Number: ARB RB Oversize E98.A7 S568 1938 Vol. 2 ID Number Type: call number Style Period: Plains Indian Style Period: Indian art--North America Culture: Native American Culture: Oglala Lakota Subject: Belts (Clothing) Subject: Breechcloths Subject: Face painting Subject: Feathers Subject: Fringe Subject: Leggings Subject: Moccasins Subject: Beadwork Subject: Body painting Subject: Shirts, Men's Subject: Breastplates Subject: Hair pipes Subject: Bridles Subject: Horseback riding Subject: Horses Subject: Chokers Subject: Arrows Subject: Metalwork Subject: Picture-writing Subject: Saddle blankets Subject: Indian warfare Subject: Rifles Subject: Military uniforms Subject: Sabers Subject: Bow lances Subject: Crazy Horse (Tashunca-Uitco), ca. 1842-1877 Subject: Fixed-stone-head clubs Subject: Hats Subject: Saddles Subject: Saddlebags Subject: War shirts Subject: Reno, Marcus A. (Marcus Albert), 1835-1889 Subject: Indians of North America--Wars Subj
Eloise Pasteur

Clark Aldrich's Style Guide for Serious Games and Simulations: The Reason Why Most Rese... - 0 views

  • Why is most research on business issues so useless? Why doesn't it drive the results that businesses require? Organizations may have commissioned reports on new markets, or Second Life, or Web 2.0, or outsourcing or re-insourcing, but why don't the reports have a richer impact?
  • I have come to the fairly unambiguous conclusion: most business research sits unused on shelves. It is thus a valid question to ask, especially in tightening budgets, why is that so? Is that inevitable? And, to a lesser degree, who's fault is that?
  • The big problem is that most business research relies on the same faulty intellectual constructs as other forms of linear content - it relies on linear analysis, case studies, and inspirational examples. And like with movies and magazines, they impress us with their cleverness but don't actually enable effective action (or any action, except more presentations), because they ar not designed to. The reports focus on knowing, not doing. The people at the receiving end of such research seldom turn the concepts into productive actions, because the research does not help them enough in doing so. At best, most research I have studied only takes the reader on 20% of the journey.
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  • The content model advocated on this blog is that of actions, systems, and results. And, there is a multiplier effect between them. If you do not have all three you really don't have anything.
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    Discussion of business research, why it's not so great and how it could be improved
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.
Dennis OConnor

Jeff Clark - Portfolio Illustrating Patterns in Data - 10 views

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    This is a tantalizing portfolio page of infographic generators.  As a writing teacher I see many applications. As an information fluency advocate I see a way to understand data that excites the mind. Many of these programs use social media sources to build visual comparisons and patterns.   What a find! 
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