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Glenn Hervieux

Free Online Quiz Tool - Qzzr - 1 views

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    Create online polls/assessments using Qzzr - with analytics. Can embed multimedia and embed your quiz. Visually very appealing and works on all devices. The free version would work well in classrooms.
Glenn Hervieux

Using Pre-Needs Assessment for Effective PD | Edutopia - 2 views

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    "I've had the pleasure to deliver and be part of countless sessions and workshops, and I can tell you from first-hand experience that there is nothing worse than a presenter who doesn't know his or her audience. Adult learners carry with them a very diverse set of skills and needs. To prepare a one-size-fits-all (or most) session does everyone a disservice. Whether you work in a district as an instructional support staff or you provide ancillary development as a contractor, the three tools and tactics featured in this post will provide an effective means to gauge the needs of your audience and chart your course to effectively support them."
Glenn Hervieux

Playsheets video| Alice Keeler - 1 views

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    Alice Keeler, MS. Ed/Google Certified teacher/researcher & part of my PLN, provides a clear explanation of Playsheets (Gamification activities like Quia) to foster learning and formative assessment.
Glenn Hervieux

Everything that's wrong with traditional grading in one table - 6 views

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    Especially with the CCSS, teachers/admin. need to take a look at how grading reflects assessment practices. What do the grades you give really REFLECT about what students CAN DO and know? The table comes from the work of Tom Guskey, a college professor who has done extensive research and writing on grading. (see http://goo.gl/DAHyH)
Glenn Hervieux

New School Technology - The Ugly Truth of Technology Integration - 6 views

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    Technology integration isn't always as easy as presenters make it out to be. Here is a model to explore to assess/implement tech. integration. TPACK stands for Technological, Pedagogical, and Content Knowledge. This framework looks at each of these domains of knowledge, and how they overlap with each other within a given context. It can be an important tool when addressing the problem of technology integration.
Steve Ransom

Reading the dictionary - Joi Ito's Web - 2 views

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    "Shouldn't we be looking at the Internet as an amazing network enabling "The Power of Pull" and be empowering kids to learn through building things together rather than assessing their ability to complete courses and produce the right "answers"?
Glenn Hervieux

KerryHawk02: Teaching HistoryTech: Looking Back at My First Backchannel Experience - 2 views

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    Backchanneling has a lot of promise with students in many different content areas. Here is a Social Studies teacher who shared her first experience using Today's Meet as a tool for doing formative assessment and teaching critical thinking skills during a film she showed students. Check out the learning process she shares in her reflection.
Glenn Hervieux

5 Tools for Adding Questions and Notes to Videos - 3 views

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    Some neat tools for annotating Youtube videos and assessing student understanding/learning during and after the video.
Glenn Hervieux

Newsela | Nonfiction Literacy and Current Events - 1 views

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    Meet reading standards using this site and engage students with current events. Includes the ability to adjust reading level and assessing students comprehension with writing and multiple choices quizzes. Great resource.
Glenn Hervieux

Can computers really grade essay tests? - 1 views

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    "Can computers really grade essay tests? The National Council of Teachers of English say "no," even if there is new software that says "yes."" Read the pros and cons in this article and judge for yourself. Can software do an ADEQUATE job of grading essays?
Glenn Hervieux

Resta, viator, et lege....: Content vs. Creation in the Classroom - 2 views

  • Content is important.  Creativity is important too.  I think that there's should be some ideal mix of the two that will look different in different classrooms.  I also think that educational literature that is quick to dismiss tradition and content-based learning, however broken, is ultimately unhelpful and only serves to widen the gap between sides.  Likewise myopic is the claim that using technology to create more opportunities to play can only be accomplished at the expense of content.  Ultimately, it's not the content or the creative technology that matters.  The single most important factor in quality education is the teacher, and I fear that too much of the pedagogical literature being shared right now fails to focus on this fact (cf. ASCD "21st Century Skills" for a good assessment of this).
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    "Content vs. Creation in the Classroom" - both are needed. Can't really have creative learning without the content. Read his thoughts on how to capture that in classroom pedagogy.
alisonseaman

Overview of badges - 0 views

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    Good roundup on badges
Glenn Hervieux

Free Learning Tools - Varsity Tutors - 0 views

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    "Free Learning Tools betaTest your knowledge, improve your scores and leverage our free testing system. Detailed Results and Performance Statistics! Individual Question Analysis & Explanations Percentile Rankings Score v. Time Distribution Time Spent Per Question"
Glenn Hervieux

http://www.nesacenter.org/uploaded/conferences/SEC/2010/spkr_handouts/GuskeyGradingRepo... - 2 views

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    Thomas Guskey, noted researcher/writer on grading/grade reporting, uploaded his presentation and some of his writing for a conference. Great topic for us to review as we look at the role of grading/grade reporting in teaching/learning and the CCSS.
Glenn Hervieux

Smart Gamification: Seven Core Concepts for Creating Compelling Experiences | Amy Jo KI... - 1 views

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    "ames are infiltrating every aspect of daily life - and everyone's now a gamer, in one form or another. Early-on "gamification" involved adding simple game mechanics like points, badges and leaderboards to websites and apps. But that's not what makes games truly compelling. Good games take players on a journey, giving them something to learn, master and share. Gamification 2.0 is about creating game-like digital services that shape real-world behavior and deliver deep value to players, -- using a blend of intrinsic and extrinsic motivations. In this talk, we'll do a teardown of the biggest and most influential social gaming services, and distill those lessons into these Seven Core Concepts for Smart Gamification. "
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