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David Warlick

Reggio Emilia approach - Wikipedia, the free encyclopedia - 4 views

  • Children must have some control over the direction of their learning; Children must be able to learn through experiences of touching, moving, listening, seeing, and hearing; Children have a relationship with other children and with material items in the world that children must be allowed to explore and Children must have endless ways and opportunities to express themselves.
    • David Warlick
       
      This is all very familiar yet rarely expressed so succinctly.
  • In the Reggio approach, the teacher is considered a co-learner and collaborator with the child and not just an instructor.
  • Teacher autonomy is evident in the absence of teacher manuals, curriculum guides, or achievement tests
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  • integration of each classroom with the rest of the school, and the school with the surrounding community
  • children can best create meaning and make sense of their world through environments which support "complex, varied, sustained, and changing relationships between people, the world of experience, ideas and the many ways of expressing ideas."
  • In each classroom there are studio spaces in the form of a large, centrally located atelier and a smaller mini-atelier, and clearly designated spaces for large- and small-group activities.
    • David Warlick
       
      A workshop or studio especially for an artist, designer or fashion house.
  • Reggio teachers place a high value on their ability to improvise and respond to children's predisposition to enjoy the unexpected.
  • Regardless of their origins, successful projects are those that generate a sufficient amount of interest and uncertainty to provoke children's creative thinking and problem-solving and are open to different avenues of exploration
  • teachers in Reggio Emilia assert the importance of being confused as a contributor to learning; thus a major teaching strategy is purposely to allow mistakes to happen, or to begin a project with no clear sense of where it might end.
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    The Reggio Emilia Approach is an educational philosophy focused on preschool and primary education. It was started by Loris Malaguzzi and the parents of the villages around Reggio Emilia in Italy after World War II. The destruction from the war, parents believed, necessitated a new, quick approach to teaching their children. They felt that it is in the early years of development that children are forming who they are as an individual. This led to creation of a program based on the principles of respect, responsibility, and community through exploration and discovery in a supportive and enriching environment based on the interests of the children through a self-guided curriculum.
Martin Burrett

UKEdMag: An Approach to Learning and Teaching by @ApraRalli - 0 views

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    "Any research based or inquiry-based project seems to work well for me. I enjoy leading the children through the process of developing a research question. It's always interesting to hear what goes on in the minds of these inquisitive learners. Last year my grade 8 (14-year-olds) were working on the impact of government systems on individual and Societies. Students took up the case studies of India and Pakistan, some of them worked on Arab-Israeli conflict, and yet another group picked the Berlin Wall and its impact on the population."
Vicki Davis

NetGenEd Project 2012 - Game based Learning - Discussion - 5 views

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    This is a nice example of students using the discussion tab on the NetGen project. 
Fred Delventhal

Welcome! | Teachers Connecting - 0 views

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    This website is a virtual convener. It facilitates a 'handshake' between teachers interested in cross collaboration project. The comforts in connectivity, constructivism, and collaboration make this 'handshake' more intelligent. This virtual convener is based on connecting teachers using more than simply the grade level or location of classrooms.
Vicki Davis

ThinkQuest - 0 views

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    Opportunity for teachers to become involved in a global collaborative project by being a judge. Definitely a best practice to review.
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    This fascinating project needs judges (oh and horizon still does too!) -- hat tip to David Warlick for this link. The student web site entries are due in tomorrow (April 2) for the 2008 competition, and ThinkQuest needs people to judge these entries. To be a judge, you must be employed as a teacher or have a minimum of five years experience in the field of education; be proficient in the English language; and be able to, and have the time to evaluate and score websites based on the provided criteria.
David Wetzel

7 Real Time Data Online Science Investigations: Project-Based Learning Designed to Deve... - 15 views

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    Students learn how to conduct science investigations in the same manner as scientists, as they learn to analyze sets of online real time data to solve problems.
Diego Morelli

Remix Culture, Creative Commons & a Short Stories Project in Literature - 1 views

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    A Brisbane-based, international remixable literature project named Remix My Lit released this summer their first publication, "Through the Clock's Workings": it's defined as the world's first remixed and remixable anthology of literature. (continue....)
Vicki Davis

'Generation V' Defies Traditional Demographics - 8 views

  • Generation V is not defined by age, gender, social class or geography. Instead, it is based on achievement, accomplishments and an increasing preference for the use of digital media channels to discover information, build knowledge and share insights.
  • Findings about these Generation V segments: Up to 3% will be creators, providing original content. They can be advocates that promote products and services. Between 3% and 10% will be contributors who add to the conversation, but don’t initiate it. They can recommend products and services as customers move through a buying process, looking for purchasing advice. Between 10% and 20% will be opportunists, who can further contributions regarding purchasing decisions. Opportunists can add value to a conversation that’s taking place while walking through a considered purchase. Approximately 80% will be lurkers, essentially spectators, who reap the rewards of online community input but absorb only what is being communicated. They can still implicitly contribute and indirectly validate value from the rest of the community. All users start out as lurkers.
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    "Generation V is not defined by age, gender, social class or geography. Instead, it is based on achievement, accomplishments and an increasing preference for the use of digital media channels to discover information, build knowledge and share insights." Additionally the percentages that create content, contribute, etc. affects classroom and project planning. Do we allow students to "lurk" Findings about these Generation V segments: * Up to 3% will be creators, providing original content. They can be advocates that promote products and services. * Between 3% and 10% will be contributors who add to the conversation, but don't initiate it. They can recommend products and services as customers move through a buying process, looking for purchasing advice. * Between 10% and 20% will be opportunists, who can further contributions regarding purchasing decisions. Opportunists can add value to a conversation that's taking place while walking through a considered purchase. * Approximately 80% will be lurkers, essentially spectators, who reap the rewards of online community input but absorb only what is being communicated. They can still implicitly contribute and indirectly validate value from the rest of the community. All users start out as lurkers."
Ted Sakshaug

TimeGlider: Web-based Timeline Software - 10 views

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    web-based timeline software for creating and sharing history and project planning
David Wetzel

5 Creative Ways to Use Flip Cameras in Science and Math - 16 views

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    The Flip camera is great for all types of projects in science and math - at any grade level. Flip cameras are small handheld video cameras that can record 30 or 60 minutes worth of video. They connect to a computer with a USB plug that "flips" out from the side of the camera. The benefits of these cameras include another means for assessing students understanding of concepts beyond worksheets and tests. Besides a teacher's record, the videos provide a digital record for parents and administrators to show a student's successes or areas which need improvement.
Dean Loberg

Education Week's Digital Directions: Building Gaming Into Science Education - 0 views

  • "I've had teachers tell me,” says Eklund, “that after they introduced the game to their students, the classroom went completely silent because all of the kids were just reading." "You just don't get that kind of engagement and involvement with the story" with a textbook, he says.
    • Brian C. Smith
       
      Is this because of the visual appeal or the storyline? I can see this happening, but does silence mean high levels of engagement?
    • Dean Loberg
       
      Assuming that they are not sleeping I think it does mean engagement, but engagement does not equal education. It depends on the content as well.
  • A report written by researchers about The River City Project for a 2006 conference concluded "that students learned biology content, that students and teachers were highly engaged, that student attendance improved, that disruptive behavior dropped, that students were building 21st-century skills in virtual communication and expression, and importantly, that using this type of technology in the classroom can facilitate good inquiry learning."
    • Brian C. Smith
       
      Is this limited to only the River City Project alone though? How does it promote more inquiry, problem and project-based learning in other content?
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  • "I'm in a unique situation where there's a computer at every lab table," he says, pointing out that many teachers do not have that ratio of students to computers.
  • when the games don't work properly, but most teachers don’t have that level of technical skill, she points out.
  • "There are little things you need to know," she says, to keep the games running smoothly. "[Otherwise], it's not going to work in the classroom, and teachers aren't going to use it."
  • "If [the game] doesn't have a focus or clear reason for what they're doing, it really doesn't work," says Pokrzywinski. Adapting games to the curriculum is possible, she says, but it takes time—something many teachers don't have.
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    Science and gaming
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    Science and gaming
Vicki Davis

PediatricVideos's channel - YouTube - 1 views

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    This is an excellent example of a passion based or personal interest project. Riya is the daughter of a prominent pediatrician and wants to be one herself. She's been making videos since Fall of 2011 for her Pediatric Video channel on Youtube. Her CAT Scan machine video has received over 40,000 views. Wow!
Vicki Davis

Can there be Giants? - Resources - TES - 3 views

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    Can giants exist? This question for middle and high school has students use volume and surface area to determine if giants can exist. This is for geometry. Inquiry based projects can have great results.
Megan Black

Educurious - 12 views

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    Educurious™ is on a mission to reduce our nation's high school dropout rates. Our project-based curriculum connects students to real issues they care about and equips them with the lifelong learning skills for success. Our courses deliver on Common Core Standards via our web platform, which fosters collaboration among students, teachers and our global network of real-world Experts.
Vicki Davis

Gamifi-EDOOC - home - 10 views

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    Verena Roberts is organizing and open online community around research based gamification in education. We're using this as a resource for the Gamifi-ED project K12 and college students and for anyone who is teaching gamification in education as these resources will be open.
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