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Blair Peterson

Technology Integration Research Review | Edutopia - 0 views

  • blending technology with face-to-face teacher time generally produces better outcomes than face-to-face or online learning alone
  • Rather, what matters most is how students and teachers use technology to develop knowledge and skills. Successful technology integration for learning generally goes hand in hand with changes in teacher training, curricula, and assessment practices
  • Students playing an active role in their learning and receiving frequent, personalized feedback Students critically analyzing and actively creating media messages Teachers connecting classroom activities to the world outside the classroom
Blair Peterson

Articulate - Word of Mouth Blog - Using Gamification To Transform Your Learners from An... - 0 views

  • He explains that gamification involves crafting an experience where a player engages in a challenge and uses interactivity and dynamic feedback to make decisions and work toward a specific outcome.
  • where you present a challenge, the learner makes choices, and the choices produce consequences
Blair Peterson

From Facilitator to Activator | Connected Principals - 0 views

  • in true motion leader style, motivated me (ok I was already motivated, but supported me) to shift my perspectives on the role of teacher and by extension the role of principal from facilitator of learning to activator of learning.
  • Alternatively, there is a .84 effect size on student learning when teachers serve as activators of learning through offering feedback, accessing thinking, supporting challenging goals, and monitoring learning. It does not take extensive training in statistical analysis to find this research compelling.
  • Offer respect to others before it is earned Engage in impressive empathy, meaning empathy even for those who stand in your way Invest in capacity building – human capital and social capital Build social contagion Eliminate non-essentials Focus on a small number of ambitious goals.
smenegh Meneghini

mPortfolios - 1 views

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    Introduction by Dr. Barrett This is the most important lesson because I believe reflection is the "heart and soul" of the portfolio process. You will focus on the reflective portfolio, most often implemented through a reflective journal. The technology tool most appropriate for this level is most likely a blog. There are a variety of mobile resources provided to scaffold the reflection process with students. The implementation plan step includes a plan for scaffolding student reflection, teacher feedback, and a plan for further professional development to support teachers' portfolio and technology skills.
Blair Peterson

Parents as Partners - Building Learning Networks | Connected Principals - 0 views

  • Social Justice Teacher Preparation Technology Integration Networked Learning Twitter Parents as Partners – Building Learning Networks Posted by Shannon Smith on 2/20/12 • Categorized as Best Educational Practices,Distributed Leadership,Parental Involvement,Twitter 5 "fist bump" cc by Mark H. Anbinder on flickr Many schools are beginning to use social media to send out information to parents. Examples include twitter feeds and facebook pages. These initial forays into social media are a first step. They provide parents and the community with greater access to information regarding the school and the learning happening within its walls. A key facet of school leadership is developing relationships, both within staff and also with families and the community. This relationship building must include seeking feedback and listening. Most of this work is done face to face, through school events or outreach programs and even through informal conversations in the hallways or at drop off or pick up time. We live in a time w
  • top-down leadership and closed door meetings are no longer seen as the way to get things done. Stakeholders want to be involved in decision-making. They want to know what their school leader is thinking and what he or she values. They want, above all, to trust that their child is in the very best hands at school.
Blair Peterson

Education Week: Building a District Culture to Foster Innovation - 0 views

  • Observers say that Albemarle County stands out as a district that thrives on change and innovation, with a willingness to challenge the status quo to build a new type of learning environment for students.
  • In most school districts around the country, they say, innovation is happening at a painfully slow pace and often only in pockets such as individual classrooms, rarely if ever making the jump to a real, systemwide shift.
  • Those factors include strong leadership, empowered teachers and students, an infusion of technology districtwide, the creation of an organization with continuous learning at its core, and the freedom to experiment.
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  • Although much attention has been paid to the laptop computers that have been provided to students in the district, Mr. Edwards insists that the conversion isn’t about devices.
  • The digital conversion happening in Mooresville has required everyone in the district—including students—to “aggressively embrace continuous learning,” said Mr. Edwards. For instance, educators should continually be working toward their own professional goals and expanding their instructional knowledge, just as students are expected to add continually to their knowledge base.
  • “You have to clearly send signals that mistakes, bumps, and turbulence are part of the landscape. It happens, and it’s OK, and if things don’t go right, that’s normal,” said Mr. Edwards.
  • “If you don’t know what you’re going to measure, and carefully collect data along the way, you will not have that story to tell six or 18 months later,” said Ms. Cator, a former director of the office educational technology for the U.S. Department of Education.
  • In Albemarle County, for instance, students sit on the district’s tech advisory committee, participate in surveys about the district’s strategic goals, and provide feedback about budget initiatives, virtual learning, and other strategies through a county student advisory committee, said Ms. Moran.
  • Building a Culture of Innovation School leadership experts outline several ways districts should work to create an atmosphere in which good ideas can flourish, including: • Develop strong leaders who encourage informed risk-taking and experimentation rather than protection of the status quo. • Establish an expectation of continuous learning and improvement from every person at every level of the organization. • Craft a clearly defined and articulated vision for the district, and make sure everyone understands it and adheres to it. • Foster an environment in which people have the power to change course quickly if a project or initiative isn't working. • Empower everyone in the district, from students to teachers and administrators, to take on leadership roles. • Ensure a seamless infusion of technology throughout every sector of the district to produce efficiencies and collect meaningful data. SOURCE: Education Week
Blair Peterson

YOUmedia at the Chicago Public Library | New Learning Institute - 0 views

  • to’s study found that high school age students, when working on their own, interact with digital media in one of three ways: 1) “hanging out,” in social networks or online spaces such as blogs, chats or Facebook; 2)“messing around,” or tinkering with software to produce various types of media; 3) “geeking out,” a more serious exploration of one type of media or technology, often in online interest groups. Media to young people might mean Japanese anime, fan fiction, spoken word or rap poetry, video, music or any combination of different forms and styles of communication.
  • The activity at the center is designed to encourage young people to move along a continuum of engagement, from “messing around,” to “geeking out.”
  • YOUmedia center have an instant means of broadcasting their work and get instant feedback from other students and adult mentors. Broadcasting and networking is an essential part of the YOUmedia experience, one that echoes the way young people use technology on their own.
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    • Blair Peterson
       
      Study on high school students. Very interesting findings. 
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    Great video showing a learning space at the Chicago Public Library.
Blair Peterson

Teach like a video game: Use assessment as learning and motivation - cleanapple.com - M... - 0 views

  • When my students play games, they expect to get immediate, specific, and meaningful feedback that leads to improvement or a detailed analysis of their performance.
  • Halo is one of the deepest and most descriptive assessor I’ve ever seen.
  • I should be focused on describing their performance more than evaluating their product. I should also be looking for more opportunities to do this in small, sometimes informal ways, while students are learning and give students a chance to reflect on the descriptions I provide. This way, they can apply these reflections and learn better. This way, assessment becomes less extrinsic – performing for a grade reward – and more intrinsic –
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  • game designers carefully plan in micro-motivators to keep players feeling challenged and rewarded.
Blair Peterson

Education Week: Digital Gaming Goes Academic - 1 views

  • Digital games for learning academic skills change depending on each student’s ability and course of action. Such games provide personalized feedback in real time—something a traditional classroom often doesn’t offer.
  • “The technology and the research have evolved to the point where we can actually have a sense of the impact games are having on learning,”
  • “One of the things we can do for these kids,” he says, “is to give them exposure to different contexts that they would never otherwise encounter.”
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  • The authenticity of the role-play is the key thing.”
  • Crystal Island, which targets 8th grade science students, begins as the students virtually arrive on the island with their research teams. Soon after their arrival, people on the island begin to fall sick, and it is up to the student to determine the origin of the outbreak.
  • Each 6th grader takes a digital-media class for an introduction to the concepts and can continue to a more specialized digital-based class in 7th and 8th grades.
  • art of the challenge of designing games for K-12 students, Tarr says, is figuring out how to measure achievement against learning objectives. Figuring out that piece is essential to designing an effective educational game, he says.
  • “The current way that we run schools is not well suited to learner-centered approaches,” he says.
  • It’s a misconception among some people that games will do the whole job. If you ask students to play a game, they will play a game, but they won’t try to learn from it,” he says. “The teacher very much needs to know what objectives they want from the game.”
  • “All games have to have some kind of assessment; otherwise, you don’t know whether you won or not,”
Blair Peterson

30 years ago, MTV rewired our brains for learning | SignOnSanDiego.com - 0 views

  • With online games, users hear and see the virtual world around them, but also directly control the narrative. They are able to see the outcome of their actions in real time. If they make a mistake, they reflect on other approaches and try again. The reward center of the brain fires when they achieve the micro-goal, encouraging them to tackle the next challenge.
  • Gaming technology offers many other advantages over traditional methods, including the ability to compress time, augment reality, pace yourself, collaborate with others and obtain instant feedback. Because the environment is served from a computer, we can track every choice the individual makes, both correct and incorrect. Remediation is immediately available.
Blair Peterson

9 Ways to Encourage the Adult E-Learners » The Rapid eLearning Blog - 0 views

  • Real learning isn’t a one-time event (like many elearning courses) where it’s just a matter of getting new information.  Instead it’s an iterative process where you do something, get feedback to evaluate, make adjustments, and do it again.
  • Few people like to fail and then do so publicly.  This is especially true of adult learners.
  • Elearning presents a great opportunity to let people fail (or practice becoming successful) in private and in a safe environment.  Unfortunately a lot of elearning fails to exploit this opportunity with our need to score and track everything.
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  • Typically our grading systems reward successful test taking more than successful learning.
  • Create an environment where they have as much freedom as possible. 
  • If you’re content isn’t relevant to the learners, they’ll just tune out and you’re wasting time and money.
  • If you do need to assess their understanding, perhaps there’s a better way to do so.
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